diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 107 |
1 files changed, 82 insertions, 25 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index aa538dc..4e5fee1 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
73 | // { | 73 | // { |
74 | // m_log.Debug("[ScenePresence] Destructor called"); | 74 | // m_log.Debug("[ScenePresence] Destructor called"); |
75 | // } | 75 | // } |
76 | 76 | ||
77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
78 | 78 | ||
79 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; | 79 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; |
@@ -146,7 +146,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
146 | private int m_perfMonMS; | 146 | private int m_perfMonMS; |
147 | 147 | ||
148 | private bool m_setAlwaysRun; | 148 | private bool m_setAlwaysRun; |
149 | |||
150 | private bool m_forceFly; | 149 | private bool m_forceFly; |
151 | private bool m_flyDisabled; | 150 | private bool m_flyDisabled; |
152 | 151 | ||
@@ -154,6 +153,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
154 | 153 | ||
155 | private Quaternion m_bodyRot= Quaternion.Identity; | 154 | private Quaternion m_bodyRot= Quaternion.Identity; |
156 | 155 | ||
156 | private const int LAND_VELOCITYMAG_MAX = 12; | ||
157 | |||
157 | public bool IsRestrictedToRegion; | 158 | public bool IsRestrictedToRegion; |
158 | 159 | ||
159 | public string JID = String.Empty; | 160 | public string JID = String.Empty; |
@@ -168,7 +169,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
168 | protected RegionInfo m_regionInfo; | 169 | protected RegionInfo m_regionInfo; |
169 | protected ulong crossingFromRegion; | 170 | protected ulong crossingFromRegion; |
170 | 171 | ||
171 | private readonly Vector3[] Dir_Vectors = new Vector3[6]; | 172 | private readonly Vector3[] Dir_Vectors = new Vector3[9]; |
173 | private bool m_isNudging = false; | ||
172 | 174 | ||
173 | // Position of agent's camera in world (region cordinates) | 175 | // Position of agent's camera in world (region cordinates) |
174 | protected Vector3 m_CameraCenter; | 176 | protected Vector3 m_CameraCenter; |
@@ -232,6 +234,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
232 | DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, | 234 | DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, |
233 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 235 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
234 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 236 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, |
237 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, | ||
238 | DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | ||
235 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 239 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
236 | } | 240 | } |
237 | 241 | ||
@@ -247,7 +251,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
247 | /// <value> | 251 | /// <value> |
248 | /// Script engines present in the scene | 252 | /// Script engines present in the scene |
249 | /// </value> | 253 | /// </value> |
250 | private IScriptModule[] m_scriptEngines; | 254 | private IScriptModule[] m_scriptEngines; |
251 | 255 | ||
252 | #region Properties | 256 | #region Properties |
253 | 257 | ||
@@ -674,7 +678,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
674 | AvatarWearable[] wearables) | 678 | AvatarWearable[] wearables) |
675 | : this(client, world, reginfo) | 679 | : this(client, world, reginfo) |
676 | { | 680 | { |
677 | m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams); | 681 | m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams); |
678 | } | 682 | } |
679 | 683 | ||
680 | public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance) | 684 | public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance) |
@@ -716,21 +720,41 @@ namespace OpenSim.Region.Framework.Scenes | |||
716 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 720 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
717 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 721 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
718 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 722 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
719 | Dir_Vectors[5] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 723 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
724 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE | ||
725 | Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
720 | } | 726 | } |
721 | 727 | ||
722 | private Vector3[] GetWalkDirectionVectors() | 728 | private Vector3[] GetWalkDirectionVectors() |
723 | { | 729 | { |
724 | Vector3[] vector = new Vector3[6]; | 730 | Vector3[] vector = new Vector3[9]; |
725 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD | 731 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
726 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK | 732 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
727 | vector[2] = Vector3.UnitY; //LEFT | 733 | vector[2] = Vector3.UnitY; //LEFT |
728 | vector[3] = -Vector3.UnitY; //RIGHT | 734 | vector[3] = -Vector3.UnitY; //RIGHT |
729 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 735 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
730 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN | 736 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
731 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | 737 | vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE |
738 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE | ||
739 | vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | ||
732 | return vector; | 740 | return vector; |
733 | } | 741 | } |
742 | |||
743 | private bool[] GetDirectionIsNudge() | ||
744 | { | ||
745 | bool[] isNudge = new bool[9]; | ||
746 | isNudge[0] = false; //FORWARD | ||
747 | isNudge[1] = false; //BACK | ||
748 | isNudge[2] = false; //LEFT | ||
749 | isNudge[3] = false; //RIGHT | ||
750 | isNudge[4] = false; //UP | ||
751 | isNudge[5] = false; //DOWN | ||
752 | isNudge[6] = true; //FORWARD_NUDGE | ||
753 | isNudge[7] = true; //BACK_NUDGE | ||
754 | isNudge[8] = true; //DOWN_Nudge | ||
755 | return isNudge; | ||
756 | } | ||
757 | |||
734 | 758 | ||
735 | #endregion | 759 | #endregion |
736 | 760 | ||
@@ -980,8 +1004,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
980 | public void StopFlying() | 1004 | public void StopFlying() |
981 | { | 1005 | { |
982 | // It turns out to get the agent to stop flying, you have to feed it stop flying velocities | 1006 | // It turns out to get the agent to stop flying, you have to feed it stop flying velocities |
983 | // and send a full object update. | 1007 | // There's no explicit message to send the client to tell it to stop flying.. it relies on the |
984 | // There's no message to send the client to tell it to stop flying | 1008 | // velocity, collision plane and avatar height |
985 | 1009 | ||
986 | // Add 1/6 the avatar's height to it's position so it doesn't shoot into the air | 1010 | // Add 1/6 the avatar's height to it's position so it doesn't shoot into the air |
987 | // when the avatar stands up | 1011 | // when the avatar stands up |
@@ -995,8 +1019,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
995 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); | 1019 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); |
996 | } | 1020 | } |
997 | 1021 | ||
998 | Animator.TrySetMovementAnimation("LAND"); | 1022 | ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, |
999 | SendFullUpdateToAllClients(); | 1023 | AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); |
1000 | } | 1024 | } |
1001 | 1025 | ||
1002 | public void AddNeighbourRegion(ulong regionHandle, string cap) | 1026 | public void AddNeighbourRegion(ulong regionHandle, string cap) |
@@ -1147,7 +1171,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1147 | // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); | 1171 | // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); |
1148 | // return; | 1172 | // return; |
1149 | //} | 1173 | //} |
1150 | |||
1151 | m_perfMonMS = Environment.TickCount; | 1174 | m_perfMonMS = Environment.TickCount; |
1152 | 1175 | ||
1153 | ++m_movementUpdateCount; | 1176 | ++m_movementUpdateCount; |
@@ -1229,7 +1252,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1229 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); | 1252 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); |
1230 | } | 1253 | } |
1231 | } | 1254 | } |
1232 | |||
1233 | lock (scriptedcontrols) | 1255 | lock (scriptedcontrols) |
1234 | { | 1256 | { |
1235 | if (scriptedcontrols.Count > 0) | 1257 | if (scriptedcontrols.Count > 0) |
@@ -1261,7 +1283,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1261 | { | 1283 | { |
1262 | return; | 1284 | return; |
1263 | } | 1285 | } |
1264 | |||
1265 | if (m_allowMovement) | 1286 | if (m_allowMovement) |
1266 | { | 1287 | { |
1267 | int i = 0; | 1288 | int i = 0; |
@@ -1289,6 +1310,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1289 | update_rotation = true; | 1310 | update_rotation = true; |
1290 | } | 1311 | } |
1291 | 1312 | ||
1313 | //guilty until proven innocent.. | ||
1314 | bool Nudging = true; | ||
1315 | //Basically, if there is at least one non-nudge control then we don't need | ||
1316 | //to worry about stopping the avatar | ||
1317 | |||
1292 | if (m_parentID == 0) | 1318 | if (m_parentID == 0) |
1293 | { | 1319 | { |
1294 | bool bAllowUpdateMoveToPosition = false; | 1320 | bool bAllowUpdateMoveToPosition = false; |
@@ -1303,6 +1329,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1303 | else | 1329 | else |
1304 | dirVectors = Dir_Vectors; | 1330 | dirVectors = Dir_Vectors; |
1305 | 1331 | ||
1332 | bool[] isNudge = GetDirectionIsNudge(); | ||
1333 | |||
1334 | |||
1335 | |||
1336 | |||
1337 | |||
1306 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 1338 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
1307 | { | 1339 | { |
1308 | if (((uint)flags & (uint)DCF) != 0) | 1340 | if (((uint)flags & (uint)DCF) != 0) |
@@ -1312,6 +1344,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1312 | try | 1344 | try |
1313 | { | 1345 | { |
1314 | agent_control_v3 += dirVectors[i]; | 1346 | agent_control_v3 += dirVectors[i]; |
1347 | if (isNudge[i] == false) | ||
1348 | { | ||
1349 | Nudging = false; | ||
1350 | } | ||
1315 | } | 1351 | } |
1316 | catch (IndexOutOfRangeException) | 1352 | catch (IndexOutOfRangeException) |
1317 | { | 1353 | { |
@@ -1373,6 +1409,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1373 | // Ignore z component of vector | 1409 | // Ignore z component of vector |
1374 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1410 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1375 | LocalVectorToTarget2D.Normalize(); | 1411 | LocalVectorToTarget2D.Normalize(); |
1412 | |||
1413 | //We're not nudging | ||
1414 | Nudging = false; | ||
1376 | agent_control_v3 += LocalVectorToTarget2D; | 1415 | agent_control_v3 += LocalVectorToTarget2D; |
1377 | 1416 | ||
1378 | // update avatar movement flags. the avatar coordinate system is as follows: | 1417 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1431,6 +1470,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1431 | // Only do this if we're flying | 1470 | // Only do this if we're flying |
1432 | if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly) | 1471 | if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly) |
1433 | { | 1472 | { |
1473 | // Landing detection code | ||
1474 | |||
1434 | // Are the landing controls requirements filled? | 1475 | // Are the landing controls requirements filled? |
1435 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || | 1476 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || |
1436 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 1477 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
@@ -1440,7 +1481,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1440 | 1481 | ||
1441 | if (m_physicsActor.Flying && colliding && controlland) | 1482 | if (m_physicsActor.Flying && colliding && controlland) |
1442 | { | 1483 | { |
1443 | StopFlying(); | 1484 | // nesting this check because LengthSquared() is expensive and we don't |
1485 | // want to do it every step when flying. | ||
1486 | if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX)) | ||
1487 | StopFlying(); | ||
1444 | } | 1488 | } |
1445 | } | 1489 | } |
1446 | 1490 | ||
@@ -1450,7 +1494,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1450 | // m_log.DebugFormat( | 1494 | // m_log.DebugFormat( |
1451 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); | 1495 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); |
1452 | 1496 | ||
1453 | AddNewMovement(agent_control_v3, q); | 1497 | AddNewMovement(agent_control_v3, q, Nudging); |
1454 | 1498 | ||
1455 | if (update_movementflag) | 1499 | if (update_movementflag) |
1456 | Animator.UpdateMovementAnimations(); | 1500 | Animator.UpdateMovementAnimations(); |
@@ -1923,7 +1967,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1923 | /// </summary> | 1967 | /// </summary> |
1924 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 1968 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
1925 | /// <param name="rotation">The direction in which this avatar should now face. | 1969 | /// <param name="rotation">The direction in which this avatar should now face. |
1926 | public void AddNewMovement(Vector3 vec, Quaternion rotation) | 1970 | public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging) |
1927 | { | 1971 | { |
1928 | if (m_isChildAgent) | 1972 | if (m_isChildAgent) |
1929 | { | 1973 | { |
@@ -1997,7 +2041,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1997 | 2041 | ||
1998 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | 2042 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
1999 | m_forceToApply = direc; | 2043 | m_forceToApply = direc; |
2000 | 2044 | m_isNudging = Nudging; | |
2001 | m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); | 2045 | m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); |
2002 | } | 2046 | } |
2003 | 2047 | ||
@@ -2012,7 +2056,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2012 | const float POSITION_TOLERANCE = 0.05f; | 2056 | const float POSITION_TOLERANCE = 0.05f; |
2013 | //const int TIME_MS_TOLERANCE = 3000; | 2057 | //const int TIME_MS_TOLERANCE = 3000; |
2014 | 2058 | ||
2015 | SendPrimUpdates(); | 2059 | |
2016 | 2060 | ||
2017 | if (m_newCoarseLocations) | 2061 | if (m_newCoarseLocations) |
2018 | { | 2062 | { |
@@ -2048,6 +2092,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2048 | CheckForBorderCrossing(); | 2092 | CheckForBorderCrossing(); |
2049 | CheckForSignificantMovement(); // sends update to the modules. | 2093 | CheckForSignificantMovement(); // sends update to the modules. |
2050 | } | 2094 | } |
2095 | |||
2096 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2097 | SendPrimUpdates(); | ||
2051 | } | 2098 | } |
2052 | 2099 | ||
2053 | #endregion | 2100 | #endregion |
@@ -2901,14 +2948,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
2901 | { | 2948 | { |
2902 | if (m_forceToApply.HasValue) | 2949 | if (m_forceToApply.HasValue) |
2903 | { | 2950 | { |
2904 | Vector3 force = m_forceToApply.Value; | ||
2905 | 2951 | ||
2952 | Vector3 force = m_forceToApply.Value; | ||
2906 | m_updateflag = true; | 2953 | m_updateflag = true; |
2907 | // movementvector = force; | ||
2908 | Velocity = force; | 2954 | Velocity = force; |
2909 | 2955 | ||
2910 | m_forceToApply = null; | 2956 | m_forceToApply = null; |
2911 | } | 2957 | } |
2958 | else | ||
2959 | { | ||
2960 | if (m_isNudging) | ||
2961 | { | ||
2962 | Vector3 force = Vector3.Zero; | ||
2963 | |||
2964 | m_updateflag = true; | ||
2965 | Velocity = force; | ||
2966 | m_isNudging = false; | ||
2967 | } | ||
2968 | } | ||
2912 | } | 2969 | } |
2913 | 2970 | ||
2914 | public override void SetText(string text, Vector3 color, double alpha) | 2971 | public override void SetText(string text, Vector3 color, double alpha) |
@@ -3084,7 +3141,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3084 | 3141 | ||
3085 | public ScenePresence() | 3142 | public ScenePresence() |
3086 | { | 3143 | { |
3087 | m_sendCourseLocationsMethod = SendCoarseLocationsDefault; | 3144 | m_sendCourseLocationsMethod = SendCoarseLocationsDefault; |
3088 | CreateSceneViewer(); | 3145 | CreateSceneViewer(); |
3089 | m_animator = new ScenePresenceAnimator(this); | 3146 | m_animator = new ScenePresenceAnimator(this); |
3090 | } | 3147 | } |
@@ -3172,8 +3229,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3172 | } | 3229 | } |
3173 | } | 3230 | } |
3174 | } | 3231 | } |
3175 | } | 3232 | } |
3176 | } | 3233 | } |
3177 | 3234 | ||
3178 | public bool CrossAttachmentsIntoNewRegion(ulong regionHandle, bool silent) | 3235 | public bool CrossAttachmentsIntoNewRegion(ulong regionHandle, bool silent) |
3179 | { | 3236 | { |