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-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs590
2 files changed, 301 insertions, 301 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 8924c0a..083ee33 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -699,7 +699,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
699 } 699 }
700 else 700 else
701 { 701 {
702 agent.InTransit(); 702 agent.IsInTransit = true;
703 703
704 neighboury = b.TriggerRegionY; 704 neighboury = b.TriggerRegionY;
705 neighbourx = b.TriggerRegionX; 705 neighbourx = b.TriggerRegionX;
@@ -722,7 +722,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
722 } 722 }
723 else 723 else
724 { 724 {
725 agent.InTransit(); 725 agent.IsInTransit = true;
726 726
727 neighboury = ba.TriggerRegionY; 727 neighboury = ba.TriggerRegionY;
728 neighbourx = ba.TriggerRegionX; 728 neighbourx = ba.TriggerRegionX;
@@ -756,7 +756,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
756 } 756 }
757 else 757 else
758 { 758 {
759 agent.InTransit(); 759 agent.IsInTransit = true;
760 760
761 neighboury = ba.TriggerRegionY; 761 neighboury = ba.TriggerRegionY;
762 neighbourx = ba.TriggerRegionX; 762 neighbourx = ba.TriggerRegionX;
@@ -788,7 +788,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
788 } 788 }
789 else 789 else
790 { 790 {
791 agent.InTransit(); 791 agent.IsInTransit = true;
792 792
793 neighboury = b.TriggerRegionY; 793 neighboury = b.TriggerRegionY;
794 neighbourx = b.TriggerRegionX; 794 neighbourx = b.TriggerRegionX;
@@ -876,7 +876,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
876 return false; 876 return false;
877 } 877 }
878 878
879 agent.InTransit(); 879 agent.IsInTransit = true;
880 880
881 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; 881 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
882 d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d); 882 d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
@@ -1066,7 +1066,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1066 agent.RestoreInCurrentScene(); 1066 agent.RestoreInCurrentScene();
1067 1067
1068 // In any case 1068 // In any case
1069 agent.NotInTransit(); 1069 agent.IsInTransit = false;
1070 1070
1071 //m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); 1071 //m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
1072 } 1072 }
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index f049b78..e4e5f17 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -100,16 +100,15 @@ namespace OpenSim.Region.Framework.Scenes
100 100
101 public UUID currentParcelUUID = UUID.Zero; 101 public UUID currentParcelUUID = UUID.Zero;
102 102
103 private ISceneViewer m_sceneViewer; 103 protected ScenePresenceAnimator m_animator;
104
105 /// <value> 104 /// <value>
106 /// The animator for this avatar 105 /// The animator for this avatar
107 /// </value> 106 /// </value>
108 public ScenePresenceAnimator Animator 107 public ScenePresenceAnimator Animator
109 { 108 {
110 get { return m_animator; } 109 get { return m_animator; }
110 private set { m_animator = value; }
111 } 111 }
112 protected ScenePresenceAnimator m_animator;
113 112
114 /// <summary> 113 /// <summary>
115 /// Attachments recorded on this avatar. 114 /// Attachments recorded on this avatar.
@@ -137,8 +136,6 @@ namespace OpenSim.Region.Framework.Scenes
137 private Vector3 m_lastVelocity; 136 private Vector3 m_lastVelocity;
138 //private int m_lastTerseSent; 137 //private int m_lastTerseSent;
139 138
140 private bool m_updateflag;
141 private byte m_movementflag;
142 private Vector3? m_forceToApply; 139 private Vector3? m_forceToApply;
143 private TeleportFlags m_teleportFlags; 140 private TeleportFlags m_teleportFlags;
144 public TeleportFlags TeleportFlags 141 public TeleportFlags TeleportFlags
@@ -159,25 +156,11 @@ namespace OpenSim.Region.Framework.Scenes
159 156
160 private float m_sitAvatarHeight = 2.0f; 157 private float m_sitAvatarHeight = 2.0f;
161 158
162 private int m_godLevel;
163 private int m_userLevel;
164
165 private bool m_invulnerable = true;
166
167 private Vector3 m_lastChildAgentUpdatePosition; 159 private Vector3 m_lastChildAgentUpdatePosition;
168 private Vector3 m_lastChildAgentUpdateCamPosition; 160 private Vector3 m_lastChildAgentUpdateCamPosition;
169 161
170 private int m_perfMonMS; 162 private int m_perfMonMS;
171 163
172 private bool m_setAlwaysRun;
173
174 private bool m_forceFly;
175 private bool m_flyDisabled;
176
177 private float m_speedModifier = 1.0f;
178
179 private Quaternion m_bodyRot = Quaternion.Identity;
180
181 private const int LAND_VELOCITYMAG_MAX = 12; 164 private const int LAND_VELOCITYMAG_MAX = 12;
182 165
183 public bool IsRestrictedToRegion; 166 public bool IsRestrictedToRegion;
@@ -190,22 +173,12 @@ namespace OpenSim.Region.Framework.Scenes
190 173
191 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 174 private readonly Vector3[] Dir_Vectors = new Vector3[9];
192 175
193 // Position of agent's camera in world (region cordinates)
194 protected Vector3 m_CameraCenter;
195 protected Vector3 m_lastCameraCenter;
196 176
197 protected Timer m_reprioritization_timer; 177 protected Timer m_reprioritization_timer;
198 protected bool m_reprioritizing; 178 protected bool m_reprioritizing;
199 protected bool m_reprioritization_called; 179 protected bool m_reprioritization_called;
200 180
201 // Use these three vectors to figure out what the agent is looking at
202 // Convert it to a Matrix and/or Quaternion
203 protected Vector3 m_CameraAtAxis;
204 protected Vector3 m_CameraLeftAxis;
205 protected Vector3 m_CameraUpAxis;
206 private AgentManager.ControlFlags m_AgentControlFlags;
207 private Quaternion m_headrotation = Quaternion.Identity; 181 private Quaternion m_headrotation = Quaternion.Identity;
208 private byte m_state;
209 182
210 //Reuse the Vector3 instead of creating a new one on the UpdateMovement method 183 //Reuse the Vector3 instead of creating a new one on the UpdateMovement method
211// private Vector3 movementvector; 184// private Vector3 movementvector;
@@ -234,11 +207,19 @@ namespace OpenSim.Region.Framework.Scenes
234 //private int m_moveToPositionStateStatus; 207 //private int m_moveToPositionStateStatus;
235 //***************************************************** 208 //*****************************************************
236 209
237 // Agent's Draw distance.
238 protected float m_DrawDistance;
239
240 protected AvatarAppearance m_appearance; 210 protected AvatarAppearance m_appearance;
241 211
212 public AvatarAppearance Appearance
213 {
214 get { return m_appearance; }
215 set
216 {
217 m_appearance = value;
218// m_log.DebugFormat("[SCENE PRESENCE]: Set appearance for {0} to {1}", Name, value);
219 }
220 }
221
222
242 // neighbouring regions we have enabled a child agent in 223 // neighbouring regions we have enabled a child agent in
243 // holds the seed cap for the child agent in that region 224 // holds the seed cap for the child agent in that region
244 private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>(); 225 private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>();
@@ -250,6 +231,7 @@ namespace OpenSim.Region.Framework.Scenes
250 public List<string> InTransitScriptStates 231 public List<string> InTransitScriptStates
251 { 232 {
252 get { return m_InTransitScriptStates; } 233 get { return m_InTransitScriptStates; }
234 private set { m_InTransitScriptStates = value; }
253 } 235 }
254 private List<string> m_InTransitScriptStates = new List<string>(); 236 private List<string> m_InTransitScriptStates = new List<string>();
255 237
@@ -278,8 +260,6 @@ namespace OpenSim.Region.Framework.Scenes
278 string m_callbackURI; 260 string m_callbackURI;
279 UUID m_originRegionID; 261 UUID m_originRegionID;
280 262
281 ulong m_rootRegionHandle;
282
283 /// <value> 263 /// <value>
284 /// Script engines present in the scene 264 /// Script engines present in the scene
285 /// </value> 265 /// </value>
@@ -287,6 +267,8 @@ namespace OpenSim.Region.Framework.Scenes
287 267
288 #region Properties 268 #region Properties
289 269
270 protected PhysicsActor m_physicsActor;
271
290 /// <summary> 272 /// <summary>
291 /// Physical scene representation of this Avatar. 273 /// Physical scene representation of this Avatar.
292 /// </summary> 274 /// </summary>
@@ -296,69 +278,102 @@ namespace OpenSim.Region.Framework.Scenes
296 get { return m_physicsActor; } 278 get { return m_physicsActor; }
297 } 279 }
298 280
281 private byte m_movementflag;
282
299 public byte MovementFlag 283 public byte MovementFlag
300 { 284 {
301 set { m_movementflag = value; } 285 set { m_movementflag = value; }
302 get { return m_movementflag; } 286 get { return m_movementflag; }
303 } 287 }
304 288
289 private bool m_updateflag;
290
305 public bool Updated 291 public bool Updated
306 { 292 {
307 set { m_updateflag = value; } 293 set { m_updateflag = value; }
308 get { return m_updateflag; } 294 get { return m_updateflag; }
309 } 295 }
310 296
297 private bool m_invulnerable = true;
298
311 public bool Invulnerable 299 public bool Invulnerable
312 { 300 {
313 set { m_invulnerable = value; } 301 set { m_invulnerable = value; }
314 get { return m_invulnerable; } 302 get { return m_invulnerable; }
315 } 303 }
316 304
305 private int m_userLevel;
306
317 public int UserLevel 307 public int UserLevel
318 { 308 {
319 get { return m_userLevel; } 309 get { return m_userLevel; }
310 private set { m_userLevel = value; }
320 } 311 }
321 312
313 private int m_godLevel;
314
322 public int GodLevel 315 public int GodLevel
323 { 316 {
324 get { return m_godLevel; } 317 get { return m_godLevel; }
318 private set { m_godLevel = value; }
325 } 319 }
326 320
321 private ulong m_rootRegionHandle;
322
327 public ulong RegionHandle 323 public ulong RegionHandle
328 { 324 {
329 get { return m_rootRegionHandle; } 325 get { return m_rootRegionHandle; }
326 private set { m_rootRegionHandle = value; }
330 } 327 }
331 328
329 #region Client Camera
330 // Position of agent's camera in world (region cordinates)
331 protected Vector3 m_lastCameraPosition;
332
333 protected Vector3 m_CameraPosition;
334
332 public Vector3 CameraPosition 335 public Vector3 CameraPosition
333 { 336 {
334 get { return m_CameraCenter; } 337 get { return m_CameraPosition; }
338 private set { m_CameraPosition = value; }
335 } 339 }
336 340
337 public Quaternion CameraRotation 341 public Quaternion CameraRotation
338 { 342 {
339 get { return Util.Axes2Rot(m_CameraAtAxis, m_CameraLeftAxis, m_CameraUpAxis); } 343 get { return Util.Axes2Rot(CameraAtAxis, CameraLeftAxis, CameraUpAxis); }
340 } 344 }
341 345
346 // Use these three vectors to figure out what the agent is looking at
347 // Convert it to a Matrix and/or Quaternion
348 //
349 protected Vector3 m_CameraAtAxis;
350 protected Vector3 m_CameraLeftAxis;
351 protected Vector3 m_CameraUpAxis;
352
342 public Vector3 CameraAtAxis 353 public Vector3 CameraAtAxis
343 { 354 {
344 get { return m_CameraAtAxis; } 355 get { return m_CameraAtAxis; }
356 private set { m_CameraAtAxis = value; }
345 } 357 }
346 358
359
347 public Vector3 CameraLeftAxis 360 public Vector3 CameraLeftAxis
348 { 361 {
349 get { return m_CameraLeftAxis; } 362 get { return m_CameraLeftAxis; }
363 private set { m_CameraLeftAxis = value; }
350 } 364 }
351 365
352 public Vector3 CameraUpAxis 366 public Vector3 CameraUpAxis
353 { 367 {
354 get { return m_CameraUpAxis; } 368 get { return m_CameraUpAxis; }
369 private set { m_CameraUpAxis = value; }
355 } 370 }
356 371
357 public Vector3 Lookat 372 public Vector3 Lookat
358 { 373 {
359 get 374 get
360 { 375 {
361 Vector3 a = new Vector3(m_CameraAtAxis.X, m_CameraAtAxis.Y, 0); 376 Vector3 a = new Vector3(CameraAtAxis.X, CameraAtAxis.Y, 0);
362 377
363 if (a == Vector3.Zero) 378 if (a == Vector3.Zero)
364 return a; 379 return a;
@@ -366,20 +381,10 @@ namespace OpenSim.Region.Framework.Scenes
366 return Util.GetNormalizedVector(a); 381 return Util.GetNormalizedVector(a);
367 } 382 }
368 } 383 }
384 #endregion
369 385
370 private readonly string m_firstname; 386 public readonly string Firstname;
371 387 public readonly string Lastname;
372 public string Firstname
373 {
374 get { return m_firstname; }
375 }
376
377 private readonly string m_lastname;
378
379 public string Lastname
380 {
381 get { return m_lastname; }
382 }
383 388
384 private string m_grouptitle; 389 private string m_grouptitle;
385 390
@@ -389,9 +394,13 @@ namespace OpenSim.Region.Framework.Scenes
389 set { m_grouptitle = value; } 394 set { m_grouptitle = value; }
390 } 395 }
391 396
397 // Agent's Draw distance.
398 protected float m_DrawDistance;
399
392 public float DrawDistance 400 public float DrawDistance
393 { 401 {
394 get { return m_DrawDistance; } 402 get { return m_DrawDistance; }
403 private set { m_DrawDistance = value; }
395 } 404 }
396 405
397 protected bool m_allowMovement = true; 406 protected bool m_allowMovement = true;
@@ -402,6 +411,8 @@ namespace OpenSim.Region.Framework.Scenes
402 set { m_allowMovement = value; } 411 set { m_allowMovement = value; }
403 } 412 }
404 413
414 private bool m_setAlwaysRun;
415
405 public bool SetAlwaysRun 416 public bool SetAlwaysRun
406 { 417 {
407 get 418 get
@@ -425,12 +436,16 @@ namespace OpenSim.Region.Framework.Scenes
425 } 436 }
426 } 437 }
427 438
439 private byte m_state;
440
428 public byte State 441 public byte State
429 { 442 {
430 get { return m_state; } 443 get { return m_state; }
431 set { m_state = value; } 444 set { m_state = value; }
432 } 445 }
433 446
447 private AgentManager.ControlFlags m_AgentControlFlags;
448
434 public uint AgentControlFlags 449 public uint AgentControlFlags
435 { 450 {
436 get { return (uint)m_AgentControlFlags; } 451 get { return (uint)m_AgentControlFlags; }
@@ -442,11 +457,10 @@ namespace OpenSim.Region.Framework.Scenes
442 /// </summary> 457 /// </summary>
443 private IClientAPI m_controllingClient; 458 private IClientAPI m_controllingClient;
444 459
445 protected PhysicsActor m_physicsActor;
446
447 public IClientAPI ControllingClient 460 public IClientAPI ControllingClient
448 { 461 {
449 get { return m_controllingClient; } 462 get { return m_controllingClient; }
463 private set { m_controllingClient = value; }
450 } 464 }
451 465
452 public IClientCore ClientView 466 public IClientCore ClientView
@@ -455,6 +469,7 @@ namespace OpenSim.Region.Framework.Scenes
455 } 469 }
456 470
457 protected Vector3 m_parentPosition; 471 protected Vector3 m_parentPosition;
472
458 public Vector3 ParentPosition 473 public Vector3 ParentPosition
459 { 474 {
460 get { return m_parentPosition; } 475 get { return m_parentPosition; }
@@ -468,10 +483,9 @@ namespace OpenSim.Region.Framework.Scenes
468 { 483 {
469 get 484 get
470 { 485 {
471 PhysicsActor actor = m_physicsActor; 486 if (PhysicsActor != null)
472 if (actor != null)
473 { 487 {
474 m_pos = actor.Position; 488 m_pos = PhysicsActor.Position;
475 489
476// m_log.DebugFormat( 490// m_log.DebugFormat(
477// "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!", 491// "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!",
@@ -484,7 +498,7 @@ namespace OpenSim.Region.Framework.Scenes
484 // the avatar is seated, this value will also 498 // the avatar is seated, this value will also
485 // be used as the location to unsit to. 499 // be used as the location to unsit to.
486 // 500 //
487 // If m_parentID is not 0, assume we are a seated avatar 501 // If ParentID is not 0, assume we are a seated avatar
488 // and we should return the position based on the sittarget 502 // and we should return the position based on the sittarget
489 // offset and rotation of the prim we are seated on. 503 // offset and rotation of the prim we are seated on.
490 // 504 //
@@ -492,16 +506,16 @@ namespace OpenSim.Region.Framework.Scenes
492 // in the sim unless the avatar is on a sit target. While 506 // in the sim unless the avatar is on a sit target. While
493 // on a sit target, m_pos will contain the desired offset 507 // on a sit target, m_pos will contain the desired offset
494 // without the parent rotation applied. 508 // without the parent rotation applied.
495 if (m_parentID != 0) 509 if (ParentID != 0)
496 { 510 {
497 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 511 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
498 if (part != null) 512 if (part != null)
499 { 513 {
500 return m_parentPosition + (m_pos * part.GetWorldRotation()); 514 return ParentPosition + (m_pos * part.GetWorldRotation());
501 } 515 }
502 else 516 else
503 { 517 {
504 return m_parentPosition + m_pos; 518 return ParentPosition + m_pos;
505 } 519 }
506 } 520 }
507 } 521 }
@@ -510,13 +524,12 @@ namespace OpenSim.Region.Framework.Scenes
510 } 524 }
511 set 525 set
512 { 526 {
513 PhysicsActor actor = m_physicsActor; 527 if (PhysicsActor != null)
514 if (actor != null)
515 { 528 {
516 try 529 try
517 { 530 {
518 lock (m_scene.SyncRoot) 531 lock (m_scene.SyncRoot)
519 m_physicsActor.Position = value; 532 PhysicsActor.Position = value;
520 } 533 }
521 catch (Exception e) 534 catch (Exception e)
522 { 535 {
@@ -525,7 +538,7 @@ namespace OpenSim.Region.Framework.Scenes
525 } 538 }
526 539
527 m_pos = value; 540 m_pos = value;
528 m_parentPosition = Vector3.Zero; 541 ParentPosition = Vector3.Zero;
529 542
530// m_log.DebugFormat( 543// m_log.DebugFormat(
531// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", 544// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}",
@@ -549,10 +562,9 @@ namespace OpenSim.Region.Framework.Scenes
549 { 562 {
550 get 563 get
551 { 564 {
552 PhysicsActor actor = m_physicsActor; 565 if (PhysicsActor != null)
553 if (actor != null)
554 { 566 {
555 m_velocity = actor.Velocity; 567 m_velocity = PhysicsActor.Velocity;
556 568
557// m_log.DebugFormat( 569// m_log.DebugFormat(
558// "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!", 570// "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
@@ -563,13 +575,12 @@ namespace OpenSim.Region.Framework.Scenes
563 } 575 }
564 set 576 set
565 { 577 {
566 PhysicsActor actor = m_physicsActor; 578 if (PhysicsActor != null)
567 if (actor != null)
568 { 579 {
569 try 580 try
570 { 581 {
571 lock (m_scene.SyncRoot) 582 lock (m_scene.SyncRoot)
572 actor.Velocity = value; 583 PhysicsActor.Velocity = value;
573 } 584 }
574 catch (Exception e) 585 catch (Exception e)
575 { 586 {
@@ -585,6 +596,8 @@ namespace OpenSim.Region.Framework.Scenes
585 } 596 }
586 } 597 }
587 598
599 private Quaternion m_bodyRot = Quaternion.Identity;
600
588 public Quaternion Rotation 601 public Quaternion Rotation
589 { 602 {
590 get { return m_bodyRot; } 603 get { return m_bodyRot; }
@@ -645,9 +658,12 @@ namespace OpenSim.Region.Framework.Scenes
645 } 658 }
646 } 659 }
647 660
661 private ISceneViewer m_sceneViewer;
662
648 public ISceneViewer SceneViewer 663 public ISceneViewer SceneViewer
649 { 664 {
650 get { return m_sceneViewer; } 665 get { return m_sceneViewer; }
666 private set { m_sceneViewer = value; }
651 } 667 }
652 668
653 public void AdjustKnownSeeds() 669 public void AdjustKnownSeeds()
@@ -694,28 +710,44 @@ namespace OpenSim.Region.Framework.Scenes
694 } 710 }
695 } 711 }
696 712
697 private bool m_inTransit;
698 private bool m_mouseLook; 713 private bool m_mouseLook;
699 private bool m_leftButtonDown; 714 private bool m_leftButtonDown;
700 715
716 private bool m_inTransit;
717
701 public bool IsInTransit 718 public bool IsInTransit
702 { 719 {
703 get { return m_inTransit; } 720 get { return m_inTransit; }
704 set { m_inTransit = value; } 721 set {
722 if(value)
723 {
724 if ((PhysicsActor != null) && PhysicsActor.Flying)
725 m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY;
726 else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0)
727 m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY;
728 }
729 m_inTransit = value;
730 }
705 } 731 }
706 732
733 private float m_speedModifier = 1.0f;
734
707 public float SpeedModifier 735 public float SpeedModifier
708 { 736 {
709 get { return m_speedModifier; } 737 get { return m_speedModifier; }
710 set { m_speedModifier = value; } 738 set { m_speedModifier = value; }
711 } 739 }
712 740
741 private bool m_forceFly;
742
713 public bool ForceFly 743 public bool ForceFly
714 { 744 {
715 get { return m_forceFly; } 745 get { return m_forceFly; }
716 set { m_forceFly = value; } 746 set { m_forceFly = value; }
717 } 747 }
718 748
749 private bool m_flyDisabled;
750
719 public bool FlyDisabled 751 public bool FlyDisabled
720 { 752 {
721 get { return m_flyDisabled; } 753 get { return m_flyDisabled; }
@@ -737,15 +769,15 @@ namespace OpenSim.Region.Framework.Scenes
737 AttachmentsSyncLock = new Object(); 769 AttachmentsSyncLock = new Object();
738 770
739 m_sendCourseLocationsMethod = SendCoarseLocationsDefault; 771 m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
740 m_sceneViewer = new SceneViewer(this); 772 SceneViewer = new SceneViewer(this);
741 m_animator = new ScenePresenceAnimator(this); 773 Animator = new ScenePresenceAnimator(this);
742 PresenceType = type; 774 PresenceType = type;
743 m_DrawDistance = world.DefaultDrawDistance; 775 DrawDistance = world.DefaultDrawDistance;
744 m_rootRegionHandle = world.RegionInfo.RegionHandle; 776 RegionHandle = world.RegionInfo.RegionHandle;
745 m_controllingClient = client; 777 ControllingClient = client;
746 m_firstname = m_controllingClient.FirstName; 778 Firstname = ControllingClient.FirstName;
747 m_lastname = m_controllingClient.LastName; 779 Lastname = ControllingClient.LastName;
748 m_name = String.Format("{0} {1}", m_firstname, m_lastname); 780 m_name = String.Format("{0} {1}", Firstname, Lastname);
749 m_scene = world; 781 m_scene = world;
750 m_uuid = client.AgentId; 782 m_uuid = client.AgentId;
751 m_localId = m_scene.AllocateLocalId(); 783 m_localId = m_scene.AllocateLocalId();
@@ -753,16 +785,16 @@ namespace OpenSim.Region.Framework.Scenes
753 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); 785 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
754 786
755 if (account != null) 787 if (account != null)
756 m_userLevel = account.UserLevel; 788 UserLevel = account.UserLevel;
757 789
758 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 790 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
759 if (gm != null) 791 if (gm != null)
760 m_grouptitle = gm.GetGroupTitle(m_uuid); 792 Grouptitle = gm.GetGroupTitle(m_uuid);
761 793
762 m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>(); 794 m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>();
763 795
764 AbsolutePosition = posLastSignificantMove = m_CameraCenter = 796 AbsolutePosition = posLastSignificantMove = CameraPosition =
765 m_lastCameraCenter = m_controllingClient.StartPos; 797 m_lastCameraPosition = ControllingClient.StartPos;
766 798
767 m_reprioritization_timer = new Timer(world.ReprioritizationInterval); 799 m_reprioritization_timer = new Timer(world.ReprioritizationInterval);
768 m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize); 800 m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize);
@@ -785,21 +817,21 @@ namespace OpenSim.Region.Framework.Scenes
785 RegisterToEvents(); 817 RegisterToEvents();
786 SetDirectionVectors(); 818 SetDirectionVectors();
787 819
788 m_appearance = appearance; 820 Appearance = appearance;
789 } 821 }
790 822
791 public void RegisterToEvents() 823 public void RegisterToEvents()
792 { 824 {
793 m_controllingClient.OnCompleteMovementToRegion += CompleteMovement; 825 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
794 //m_controllingClient.OnCompleteMovementToRegion += SendInitialData; 826 //ControllingClient.OnCompleteMovementToRegion += SendInitialData;
795 m_controllingClient.OnAgentUpdate += HandleAgentUpdate; 827 ControllingClient.OnAgentUpdate += HandleAgentUpdate;
796 m_controllingClient.OnAgentRequestSit += HandleAgentRequestSit; 828 ControllingClient.OnAgentRequestSit += HandleAgentRequestSit;
797 m_controllingClient.OnAgentSit += HandleAgentSit; 829 ControllingClient.OnAgentSit += HandleAgentSit;
798 m_controllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 830 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
799 m_controllingClient.OnStartAnim += HandleStartAnim; 831 ControllingClient.OnStartAnim += HandleStartAnim;
800 m_controllingClient.OnStopAnim += HandleStopAnim; 832 ControllingClient.OnStopAnim += HandleStopAnim;
801 m_controllingClient.OnForceReleaseControls += HandleForceReleaseControls; 833 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
802 m_controllingClient.OnAutoPilotGo += MoveToTarget; 834 ControllingClient.OnAutoPilotGo += MoveToTarget;
803 835
804 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); 836 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
805 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); 837 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
@@ -821,15 +853,15 @@ namespace OpenSim.Region.Framework.Scenes
821 private Vector3[] GetWalkDirectionVectors() 853 private Vector3[] GetWalkDirectionVectors()
822 { 854 {
823 Vector3[] vector = new Vector3[9]; 855 Vector3[] vector = new Vector3[9];
824 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 856 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD
825 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 857 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK
826 vector[2] = Vector3.UnitY; //LEFT 858 vector[2] = Vector3.UnitY; //LEFT
827 vector[3] = -Vector3.UnitY; //RIGHT 859 vector[3] = -Vector3.UnitY; //RIGHT
828 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 860 vector[4] = new Vector3(CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
829 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 861 vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
830 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 862 vector[8] = new Vector3(-CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge
831 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 863 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -CameraAtAxis.Z) * 2); //FORWARD Nudge
832 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 864 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK Nudge
833 return vector; 865 return vector;
834 } 866 }
835 867
@@ -847,7 +879,7 @@ namespace OpenSim.Region.Framework.Scenes
847 /// </summary> 879 /// </summary>
848 public void SendPrimUpdates() 880 public void SendPrimUpdates()
849 { 881 {
850 m_sceneViewer.SendPrimUpdates(); 882 SceneViewer.SendPrimUpdates();
851 } 883 }
852 884
853 #region Status Methods 885 #region Status Methods
@@ -865,21 +897,21 @@ namespace OpenSim.Region.Framework.Scenes
865 897
866 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); 898 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
867 899
868 bool wasChild = m_isChildAgent; 900 bool wasChild = IsChildAgent;
869 m_isChildAgent = false; 901 IsChildAgent = false;
870 902
871 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 903 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
872 if (gm != null) 904 if (gm != null)
873 m_grouptitle = gm.GetGroupTitle(m_uuid); 905 Grouptitle = gm.GetGroupTitle(m_uuid);
874 906
875 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle; 907 RegionHandle = m_scene.RegionInfo.RegionHandle;
876 908
877 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 909 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
878 910
879 // Moved this from SendInitialData to ensure that m_appearance is initialized 911 // Moved this from SendInitialData to ensure that Appearance is initialized
880 // before the inventory is processed in MakeRootAgent. This fixes a race condition 912 // before the inventory is processed in MakeRootAgent. This fixes a race condition
881 // related to the handling of attachments 913 // related to the handling of attachments
882 //m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); 914 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
883 if (m_scene.TestBorderCross(pos, Cardinals.E)) 915 if (m_scene.TestBorderCross(pos, Cardinals.E))
884 { 916 {
885 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 917 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
@@ -904,8 +936,8 @@ namespace OpenSim.Region.Framework.Scenes
904 } 936 }
905 937
906 float localAVHeight = 1.56f; 938 float localAVHeight = 1.56f;
907 if (m_appearance.AvatarHeight > 0) 939 if (Appearance.AvatarHeight > 0)
908 localAVHeight = m_appearance.AvatarHeight; 940 localAVHeight = Appearance.AvatarHeight;
909 941
910 float posZLimit = 0; 942 float posZLimit = 0;
911 943
@@ -921,13 +953,13 @@ namespace OpenSim.Region.Framework.Scenes
921 953
922 AddToPhysicalScene(isFlying); 954 AddToPhysicalScene(isFlying);
923 955
924 if (m_forceFly) 956 if (ForceFly)
925 { 957 {
926 m_physicsActor.Flying = true; 958 PhysicsActor.Flying = true;
927 } 959 }
928 else if (m_flyDisabled) 960 else if (FlyDisabled)
929 { 961 {
930 m_physicsActor.Flying = false; 962 PhysicsActor.Flying = false;
931 } 963 }
932 964
933 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 965 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
@@ -965,7 +997,7 @@ namespace OpenSim.Region.Framework.Scenes
965 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 997 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
966 // stall on the border crossing since the existing child agent will still have the last movement 998 // stall on the border crossing since the existing child agent will still have the last movement
967 // recorded, which stops the input from being processed. 999 // recorded, which stops the input from being processed.
968 m_movementflag = 0; 1000 MovementFlag = 0;
969 1001
970 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1002 m_scene.EventManager.TriggerOnMakeRootAgent(this);
971 } 1003 }
@@ -995,12 +1027,12 @@ namespace OpenSim.Region.Framework.Scenes
995 { 1027 {
996 // Reset these so that teleporting in and walking out isn't seen 1028 // Reset these so that teleporting in and walking out isn't seen
997 // as teleporting back 1029 // as teleporting back
998 m_teleportFlags = TeleportFlags.Default; 1030 TeleportFlags = TeleportFlags.Default;
999 1031
1000 // It looks like m_animator is set to null somewhere, and MakeChild 1032 // It looks like Animator is set to null somewhere, and MakeChild
1001 // is called after that. Probably in aborted teleports. 1033 // is called after that. Probably in aborted teleports.
1002 if (m_animator == null) 1034 if (Animator == null)
1003 m_animator = new ScenePresenceAnimator(this); 1035 Animator = new ScenePresenceAnimator(this);
1004 else 1036 else
1005 Animator.ResetAnimations(); 1037 Animator.ResetAnimations();
1006 1038
@@ -1012,11 +1044,11 @@ namespace OpenSim.Region.Framework.Scenes
1012 // depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated. 1044 // depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated.
1013 //Velocity = new Vector3(0, 0, 0); 1045 //Velocity = new Vector3(0, 0, 0);
1014 1046
1015 m_isChildAgent = true; 1047 IsChildAgent = true;
1016 m_scene.SwapRootAgentCount(true); 1048 m_scene.SwapRootAgentCount(true);
1017 RemoveFromPhysicalScene(); 1049 RemoveFromPhysicalScene();
1018 1050
1019 // FIXME: Set m_rootRegionHandle to the region handle of the scene this agent is moving into 1051 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
1020 1052
1021 m_scene.EventManager.TriggerOnMakeChildAgent(this); 1053 m_scene.EventManager.TriggerOnMakeChildAgent(this);
1022 } 1054 }
@@ -1028,11 +1060,11 @@ namespace OpenSim.Region.Framework.Scenes
1028 { 1060 {
1029 if (PhysicsActor != null) 1061 if (PhysicsActor != null)
1030 { 1062 {
1031 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1063 PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1032 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1064 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
1033 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1065 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1034 m_physicsActor.UnSubscribeEvents(); 1066 PhysicsActor.UnSubscribeEvents();
1035 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1067 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1036 PhysicsActor = null; 1068 PhysicsActor = null;
1037 } 1069 }
1038 } 1070 }
@@ -1044,8 +1076,8 @@ namespace OpenSim.Region.Framework.Scenes
1044 public void Teleport(Vector3 pos) 1076 public void Teleport(Vector3 pos)
1045 { 1077 {
1046 bool isFlying = false; 1078 bool isFlying = false;
1047 if (m_physicsActor != null) 1079 if (PhysicsActor != null)
1048 isFlying = m_physicsActor.Flying; 1080 isFlying = PhysicsActor.Flying;
1049 1081
1050 RemoveFromPhysicalScene(); 1082 RemoveFromPhysicalScene();
1051 Velocity = Vector3.Zero; 1083 Velocity = Vector3.Zero;
@@ -1058,8 +1090,8 @@ namespace OpenSim.Region.Framework.Scenes
1058 public void TeleportWithMomentum(Vector3 pos) 1090 public void TeleportWithMomentum(Vector3 pos)
1059 { 1091 {
1060 bool isFlying = false; 1092 bool isFlying = false;
1061 if (m_physicsActor != null) 1093 if (PhysicsActor != null)
1062 isFlying = m_physicsActor.Flying; 1094 isFlying = PhysicsActor.Flying;
1063 1095
1064 RemoveFromPhysicalScene(); 1096 RemoveFromPhysicalScene();
1065 AbsolutePosition = pos; 1097 AbsolutePosition = pos;
@@ -1174,11 +1206,11 @@ namespace OpenSim.Region.Framework.Scenes
1174 1206
1175 //m_log.DebugFormat("[SCENE PRESENCE] Completed movement"); 1207 //m_log.DebugFormat("[SCENE PRESENCE] Completed movement");
1176 1208
1177 m_controllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); 1209 ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
1178 SendInitialData(); 1210 SendInitialData();
1179 1211
1180 // Create child agents in neighbouring regions 1212 // Create child agents in neighbouring regions
1181 if (openChildAgents && !m_isChildAgent) 1213 if (openChildAgents && !IsChildAgent)
1182 { 1214 {
1183 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1215 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1184 if (m_agentTransfer != null) 1216 if (m_agentTransfer != null)
@@ -1222,7 +1254,7 @@ namespace OpenSim.Region.Framework.Scenes
1222 { 1254 {
1223 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 1255 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
1224 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 1256 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
1225 !m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) 1257 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
1226 { 1258 {
1227 if (CameraConstraintActive) 1259 if (CameraConstraintActive)
1228 { 1260 {
@@ -1243,7 +1275,7 @@ namespace OpenSim.Region.Framework.Scenes
1243// "[SCENE PRESENCE]: In {0} received agent update from {1}", 1275// "[SCENE PRESENCE]: In {0} received agent update from {1}",
1244// Scene.RegionInfo.RegionName, remoteClient.Name); 1276// Scene.RegionInfo.RegionName, remoteClient.Name);
1245 1277
1246 //if (m_isChildAgent) 1278 //if (IsChildAgent)
1247 //{ 1279 //{
1248 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); 1280 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");
1249 // return; 1281 // return;
@@ -1287,28 +1319,28 @@ namespace OpenSim.Region.Framework.Scenes
1287 1319
1288 // Camera location in world. We'll need to raytrace 1320 // Camera location in world. We'll need to raytrace
1289 // from this location from time to time. 1321 // from this location from time to time.
1290 m_CameraCenter = agentData.CameraCenter; 1322 CameraPosition = agentData.CameraCenter;
1291 if (Vector3.Distance(m_lastCameraCenter, m_CameraCenter) >= Scene.RootReprioritizationDistance) 1323 if (Vector3.Distance(m_lastCameraPosition, CameraPosition) >= Scene.RootReprioritizationDistance)
1292 { 1324 {
1293 ReprioritizeUpdates(); 1325 ReprioritizeUpdates();
1294 m_lastCameraCenter = m_CameraCenter; 1326 m_lastCameraPosition = CameraPosition;
1295 } 1327 }
1296 1328
1297 // Use these three vectors to figure out what the agent is looking at 1329 // Use these three vectors to figure out what the agent is looking at
1298 // Convert it to a Matrix and/or Quaternion 1330 // Convert it to a Matrix and/or Quaternion
1299 m_CameraAtAxis = agentData.CameraAtAxis; 1331 CameraAtAxis = agentData.CameraAtAxis;
1300 m_CameraLeftAxis = agentData.CameraLeftAxis; 1332 CameraLeftAxis = agentData.CameraLeftAxis;
1301 m_CameraUpAxis = agentData.CameraUpAxis; 1333 m_CameraUpAxis = agentData.CameraUpAxis;
1302 1334
1303 // The Agent's Draw distance setting 1335 // The Agent's Draw distance setting
1304 // When we get to the point of re-computing neighbors everytime this 1336 // When we get to the point of re-computing neighbors everytime this
1305 // changes, then start using the agent's drawdistance rather than the 1337 // changes, then start using the agent's drawdistance rather than the
1306 // region's draw distance. 1338 // region's draw distance.
1307 // m_DrawDistance = agentData.Far; 1339 // DrawDistance = agentData.Far;
1308 m_DrawDistance = Scene.DefaultDrawDistance; 1340 DrawDistance = Scene.DefaultDrawDistance;
1309 1341
1310 // Check if Client has camera in 'follow cam' or 'build' mode. 1342 // Check if Client has camera in 'follow cam' or 'build' mode.
1311 Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation); 1343 Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
1312 1344
1313 m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f) 1345 m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f)
1314 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; 1346 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
@@ -1330,7 +1362,7 @@ namespace OpenSim.Region.Framework.Scenes
1330 if (m_followCamAuto) 1362 if (m_followCamAuto)
1331 { 1363 {
1332 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1364 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1333 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1365 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1334 } 1366 }
1335 } 1367 }
1336 1368
@@ -1359,7 +1391,7 @@ namespace OpenSim.Region.Framework.Scenes
1359 // Here's where you get them. 1391 // Here's where you get them.
1360 m_AgentControlFlags = flags; 1392 m_AgentControlFlags = flags;
1361 m_headrotation = agentData.HeadRotation; 1393 m_headrotation = agentData.HeadRotation;
1362 m_state = agentData.State; 1394 State = agentData.State;
1363 1395
1364 PhysicsActor actor = PhysicsActor; 1396 PhysicsActor actor = PhysicsActor;
1365 if (actor == null) 1397 if (actor == null)
@@ -1367,12 +1399,12 @@ namespace OpenSim.Region.Framework.Scenes
1367 return; 1399 return;
1368 } 1400 }
1369 1401
1370 if (m_allowMovement && !SitGround) 1402 if (AllowMovement && !SitGround)
1371 { 1403 {
1372 Quaternion bodyRotation = agentData.BodyRotation; 1404 Quaternion bodyRotation = agentData.BodyRotation;
1373 bool update_rotation = false; 1405 bool update_rotation = false;
1374 1406
1375 if (bodyRotation != m_bodyRot) 1407 if (bodyRotation != Rotation)
1376 { 1408 {
1377 Rotation = bodyRotation; 1409 Rotation = bodyRotation;
1378 update_rotation = true; 1410 update_rotation = true;
@@ -1392,9 +1424,9 @@ namespace OpenSim.Region.Framework.Scenes
1392 1424
1393 bool oldflying = PhysicsActor.Flying; 1425 bool oldflying = PhysicsActor.Flying;
1394 1426
1395 if (m_forceFly) 1427 if (ForceFly)
1396 actor.Flying = true; 1428 actor.Flying = true;
1397 else if (m_flyDisabled) 1429 else if (FlyDisabled)
1398 actor.Flying = false; 1430 actor.Flying = false;
1399 else 1431 else
1400 actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1432 actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
@@ -1402,7 +1434,7 @@ namespace OpenSim.Region.Framework.Scenes
1402 if (actor.Flying != oldflying) 1434 if (actor.Flying != oldflying)
1403 update_movementflag = true; 1435 update_movementflag = true;
1404 1436
1405 if (m_parentID == 0) 1437 if (ParentID == 0)
1406 { 1438 {
1407 bool bAllowUpdateMoveToPosition = false; 1439 bool bAllowUpdateMoveToPosition = false;
1408 1440
@@ -1410,12 +1442,12 @@ namespace OpenSim.Region.Framework.Scenes
1410 1442
1411 // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying 1443 // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying
1412 // this prevents 'jumping' in inappropriate situations. 1444 // this prevents 'jumping' in inappropriate situations.
1413 if ((m_mouseLook && !m_physicsActor.Flying) || (m_leftButtonDown && !m_physicsActor.Flying)) 1445 if ((m_mouseLook && !PhysicsActor.Flying) || (m_leftButtonDown && !PhysicsActor.Flying))
1414 dirVectors = GetWalkDirectionVectors(); 1446 dirVectors = GetWalkDirectionVectors();
1415 else 1447 else
1416 dirVectors = Dir_Vectors; 1448 dirVectors = Dir_Vectors;
1417 1449
1418 // The fact that m_movementflag is a byte needs to be fixed 1450 // The fact that MovementFlag is a byte needs to be fixed
1419 // it really should be a uint 1451 // it really should be a uint
1420 // A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction. 1452 // A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction.
1421 uint nudgehack = 250; 1453 uint nudgehack = 250;
@@ -1435,32 +1467,32 @@ namespace OpenSim.Region.Framework.Scenes
1435 // Why did I get this? 1467 // Why did I get this?
1436 } 1468 }
1437 1469
1438 if ((m_movementflag & (byte)(uint)DCF) == 0) 1470 if ((MovementFlag & (byte)(uint)DCF) == 0)
1439 { 1471 {
1440 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) 1472 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1441 { 1473 {
1442 m_movementflag |= (byte)nudgehack; 1474 MovementFlag |= (byte)nudgehack;
1443 } 1475 }
1444 1476
1445// m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with {1}", Name, DCF); 1477// m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF);
1446 m_movementflag += (byte)(uint)DCF; 1478 MovementFlag += (byte)(uint)DCF;
1447 update_movementflag = true; 1479 update_movementflag = true;
1448 } 1480 }
1449 } 1481 }
1450 else 1482 else
1451 { 1483 {
1452 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1484 if ((MovementFlag & (byte)(uint)DCF) != 0 ||
1453 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) 1485 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1454 && ((m_movementflag & (byte)nudgehack) == nudgehack)) 1486 && ((MovementFlag & (byte)nudgehack) == nudgehack))
1455 ) // This or is for Nudge forward 1487 ) // This or is for Nudge forward
1456 { 1488 {
1457// m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with lack of {1}", Name, DCF); 1489// m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF);
1458 m_movementflag -= ((byte)(uint)DCF); 1490 MovementFlag -= ((byte)(uint)DCF);
1459 update_movementflag = true; 1491 update_movementflag = true;
1460 1492
1461 /* 1493 /*
1462 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) 1494 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1463 && ((m_movementflag & (byte)nudgehack) == nudgehack)) 1495 && ((MovementFlag & (byte)nudgehack) == nudgehack))
1464 { 1496 {
1465 m_log.Debug("Removed Hack flag"); 1497 m_log.Debug("Removed Hack flag");
1466 } 1498 }
@@ -1495,7 +1527,7 @@ namespace OpenSim.Region.Framework.Scenes
1495 // with something with the down arrow pressed. 1527 // with something with the down arrow pressed.
1496 1528
1497 // Only do this if we're flying 1529 // Only do this if we're flying
1498 if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly) 1530 if (PhysicsActor != null && PhysicsActor.Flying && !ForceFly)
1499 { 1531 {
1500 // Landing detection code 1532 // Landing detection code
1501 1533
@@ -1503,10 +1535,7 @@ namespace OpenSim.Region.Framework.Scenes
1503 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || 1535 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
1504 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 1536 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
1505 1537
1506 // Are the collision requirements fulfilled? 1538 if (PhysicsActor.Flying && PhysicsActor.IsColliding && controlland)
1507 bool colliding = (m_physicsActor.IsColliding == true);
1508
1509 if (m_physicsActor.Flying && colliding && controlland)
1510 { 1539 {
1511 // nesting this check because LengthSquared() is expensive and we don't 1540 // nesting this check because LengthSquared() is expensive and we don't
1512 // want to do it every step when flying. 1541 // want to do it every step when flying.
@@ -1535,7 +1564,7 @@ namespace OpenSim.Region.Framework.Scenes
1535// } 1564// }
1536// } 1565// }
1537 1566
1538 if (update_movementflag && m_parentID == 0) 1567 if (update_movementflag && ParentID == 0)
1539 Animator.UpdateMovementAnimations(); 1568 Animator.UpdateMovementAnimations();
1540 } 1569 }
1541 1570
@@ -1617,26 +1646,26 @@ namespace OpenSim.Region.Framework.Scenes
1617 // one of left/right/back/forward. 1646 // one of left/right/back/forward.
1618 if (LocalVectorToTarget3D.X < 0) //MoveBack 1647 if (LocalVectorToTarget3D.X < 0) //MoveBack
1619 { 1648 {
1620 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; 1649 MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
1621 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; 1650 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
1622 updated = true; 1651 updated = true;
1623 } 1652 }
1624 else if (LocalVectorToTarget3D.X > 0) //Move Forward 1653 else if (LocalVectorToTarget3D.X > 0) //Move Forward
1625 { 1654 {
1626 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; 1655 MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
1627 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; 1656 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
1628 updated = true; 1657 updated = true;
1629 } 1658 }
1630 1659
1631 if (LocalVectorToTarget3D.Y > 0) //MoveLeft 1660 if (LocalVectorToTarget3D.Y > 0) //MoveLeft
1632 { 1661 {
1633 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; 1662 MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
1634 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; 1663 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
1635 updated = true; 1664 updated = true;
1636 } 1665 }
1637 else if (LocalVectorToTarget3D.Y < 0) //MoveRight 1666 else if (LocalVectorToTarget3D.Y < 0) //MoveRight
1638 { 1667 {
1639 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; 1668 MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
1640 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; 1669 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
1641 updated = true; 1670 updated = true;
1642 } 1671 }
@@ -1645,14 +1674,14 @@ namespace OpenSim.Region.Framework.Scenes
1645 { 1674 {
1646 // Don't set these flags for up or down - doing so will make the avatar crouch or 1675 // Don't set these flags for up or down - doing so will make the avatar crouch or
1647 // keep trying to jump even if walking along level ground 1676 // keep trying to jump even if walking along level ground
1648 //m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP; 1677 //MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
1649 //AgentControlFlags 1678 //AgentControlFlags
1650 //AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP; 1679 //AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
1651 updated = true; 1680 updated = true;
1652 } 1681 }
1653 else if (LocalVectorToTarget3D.Z < 0) //Down 1682 else if (LocalVectorToTarget3D.Z < 0) //Down
1654 { 1683 {
1655 //m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN; 1684 //MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN;
1656 //AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN; 1685 //AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN;
1657 updated = true; 1686 updated = true;
1658 } 1687 }
@@ -1815,10 +1844,10 @@ namespace OpenSim.Region.Framework.Scenes
1815 { 1844 {
1816 SitGround = false; 1845 SitGround = false;
1817 1846
1818 if (m_parentID != 0) 1847 if (ParentID != 0)
1819 { 1848 {
1820 m_log.Debug("StandupCode Executed"); 1849 m_log.Debug("StandupCode Executed");
1821 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 1850 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
1822 if (part != null) 1851 if (part != null)
1823 { 1852 {
1824 TaskInventoryDictionary taskIDict = part.TaskInventory; 1853 TaskInventoryDictionary taskIDict = part.TaskInventory;
@@ -1841,19 +1870,19 @@ namespace OpenSim.Region.Framework.Scenes
1841 part.SitTargetAvatar = UUID.Zero; 1870 part.SitTargetAvatar = UUID.Zero;
1842 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1871 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1843 1872
1844 m_parentPosition = part.GetWorldPosition(); 1873 ParentPosition = part.GetWorldPosition();
1845 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1874 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1846 } 1875 }
1847 1876
1848 if (m_physicsActor == null) 1877 if (PhysicsActor == null)
1849 { 1878 {
1850 AddToPhysicalScene(false); 1879 AddToPhysicalScene(false);
1851 } 1880 }
1852 1881
1853 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1882 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight);
1854 m_parentPosition = Vector3.Zero; 1883 ParentPosition = Vector3.Zero;
1855 1884
1856 m_parentID = 0; 1885 ParentID = 0;
1857 SendAvatarDataToAllAgents(); 1886 SendAvatarDataToAllAgents();
1858 m_requestedSitTargetID = 0; 1887 m_requestedSitTargetID = 0;
1859 } 1888 }
@@ -1951,11 +1980,11 @@ namespace OpenSim.Region.Framework.Scenes
1951 // offset = pos; 1980 // offset = pos;
1952 //autopilot = false; 1981 //autopilot = false;
1953 //} 1982 //}
1954 if (m_physicsActor != null) 1983 if (PhysicsActor != null)
1955 { 1984 {
1956 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1985 // If we're not using the client autopilot, we're immediately warping the avatar to the location
1957 // We can remove the physicsActor until they stand up. 1986 // We can remove the physicsActor until they stand up.
1958 m_sitAvatarHeight = m_physicsActor.Size.Z; 1987 m_sitAvatarHeight = PhysicsActor.Size.Z;
1959 1988
1960 if (autopilot) 1989 if (autopilot)
1961 { 1990 {
@@ -1994,7 +2023,7 @@ namespace OpenSim.Region.Framework.Scenes
1994 // public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation) 2023 // public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation)
1995 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2024 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
1996 { 2025 {
1997 if (m_parentID != 0) 2026 if (ParentID != 0)
1998 { 2027 {
1999 StandUp(); 2028 StandUp();
2000 } 2029 }
@@ -2263,16 +2292,16 @@ namespace OpenSim.Region.Framework.Scenes
2263 2292
2264 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2293 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2265 m_pos += SIT_TARGET_ADJUSTMENT; 2294 m_pos += SIT_TARGET_ADJUSTMENT;
2266 m_bodyRot = sitTargetOrient; 2295 Rotation = sitTargetOrient;
2267 //Rotation = sitTargetOrient; 2296 //Rotation = sitTargetOrient;
2268 m_parentPosition = part.AbsolutePosition; 2297 ParentPosition = part.AbsolutePosition;
2269 2298
2270 //SendTerseUpdateToAllClients(); 2299 //SendTerseUpdateToAllClients();
2271 } 2300 }
2272 else 2301 else
2273 { 2302 {
2274 m_pos -= part.AbsolutePosition; 2303 m_pos -= part.AbsolutePosition;
2275 m_parentPosition = part.AbsolutePosition; 2304 ParentPosition = part.AbsolutePosition;
2276 } 2305 }
2277 } 2306 }
2278 else 2307 else
@@ -2280,7 +2309,7 @@ namespace OpenSim.Region.Framework.Scenes
2280 return; 2309 return;
2281 } 2310 }
2282 } 2311 }
2283 m_parentID = m_requestedSitTargetID; 2312 ParentID = m_requestedSitTargetID;
2284 2313
2285 Velocity = Vector3.Zero; 2314 Velocity = Vector3.Zero;
2286 RemoveFromPhysicalScene(); 2315 RemoveFromPhysicalScene();
@@ -2299,11 +2328,7 @@ namespace OpenSim.Region.Framework.Scenes
2299 /// </summary> 2328 /// </summary>
2300 public void HandleSetAlwaysRun(IClientAPI remoteClient, bool pSetAlwaysRun) 2329 public void HandleSetAlwaysRun(IClientAPI remoteClient, bool pSetAlwaysRun)
2301 { 2330 {
2302 m_setAlwaysRun = pSetAlwaysRun; 2331 SetAlwaysRun = pSetAlwaysRun;
2303 if (PhysicsActor != null)
2304 {
2305 PhysicsActor.SetAlwaysRun = pSetAlwaysRun;
2306 }
2307 } 2332 }
2308 2333
2309 public void HandleStartAnim(IClientAPI remoteClient, UUID animID) 2334 public void HandleStartAnim(IClientAPI remoteClient, UUID animID)
@@ -2325,27 +2350,25 @@ namespace OpenSim.Region.Framework.Scenes
2325 Vector3 direc = vec * Rotation; 2350 Vector3 direc = vec * Rotation;
2326 direc.Normalize(); 2351 direc.Normalize();
2327 2352
2328 direc *= 0.03f * 128f * m_speedModifier; 2353 direc *= 0.03f * 128f * SpeedModifier;
2329 2354
2330 PhysicsActor actor = m_physicsActor; 2355 if (PhysicsActor != null)
2331 if (actor != null)
2332 { 2356 {
2333 if (actor.Flying) 2357 if (PhysicsActor.Flying)
2334 { 2358 {
2335 direc *= 4.0f; 2359 direc *= 4.0f;
2336 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2360 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2337 //bool colliding = (m_physicsActor.IsColliding==true);
2338 //if (controlland) 2361 //if (controlland)
2339 // m_log.Info("[AGENT]: landCommand"); 2362 // m_log.Info("[AGENT]: landCommand");
2340 //if (colliding) 2363 //if (PhysicsActor.IsColliding)
2341 // m_log.Info("[AGENT]: colliding"); 2364 // m_log.Info("[AGENT]: colliding");
2342 //if (m_physicsActor.Flying && colliding && controlland) 2365 //if (PhysicsActor.Flying && PhysicsActor.IsColliding && controlland)
2343 //{ 2366 //{
2344 // StopFlying(); 2367 // StopFlying();
2345 // m_log.Info("[AGENT]: Stop FLying"); 2368 // m_log.Info("[AGENT]: Stop Flying");
2346 //} 2369 //}
2347 } 2370 }
2348 else if (!actor.Flying && actor.IsColliding) 2371 else if (!PhysicsActor.Flying && PhysicsActor.IsColliding)
2349 { 2372 {
2350 if (direc.Z > 2.0f) 2373 if (direc.Z > 2.0f)
2351 { 2374 {
@@ -2378,16 +2401,14 @@ namespace OpenSim.Region.Framework.Scenes
2378 if (!sendingPrims) 2401 if (!sendingPrims)
2379 Util.FireAndForget(delegate { sendingPrims = true; SendPrimUpdates(); sendingPrims = false; }); 2402 Util.FireAndForget(delegate { sendingPrims = true; SendPrimUpdates(); sendingPrims = false; });
2380 2403
2381 if (m_isChildAgent == false) 2404 if (IsChildAgent == false)
2382 { 2405 {
2383// PhysicsActor actor = m_physicsActor;
2384
2385 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to 2406 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to
2386 // grab the latest PhysicsActor velocity, whereas m_velocity is often 2407 // grab the latest PhysicsActor velocity, whereas m_velocity is often
2387 // storing a requested force instead of an actual traveling velocity 2408 // storing a requested force instead of an actual traveling velocity
2388 2409
2389 // Throw away duplicate or insignificant updates 2410 // Throw away duplicate or insignificant updates
2390 if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || 2411 if (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
2391 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 2412 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
2392 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)) 2413 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
2393 //Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2414 //Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
@@ -2396,13 +2417,13 @@ namespace OpenSim.Region.Framework.Scenes
2396 2417
2397 // Update the "last" values 2418 // Update the "last" values
2398 m_lastPosition = m_pos; 2419 m_lastPosition = m_pos;
2399 m_lastRotation = m_bodyRot; 2420 m_lastRotation = Rotation;
2400 m_lastVelocity = Velocity; 2421 m_lastVelocity = Velocity;
2401 //m_lastTerseSent = Environment.TickCount; 2422 //m_lastTerseSent = Environment.TickCount;
2402 } 2423 }
2403 2424
2404 // followed suggestion from mic bowman. reversed the two lines below. 2425 // followed suggestion from mic bowman. reversed the two lines below.
2405 if (m_parentID == 0 && m_physicsActor != null || m_parentID != 0) // Check that we have a physics actor or we're sitting on something 2426 if (ParentID == 0 && PhysicsActor != null || ParentID != 0) // Check that we have a physics actor or we're sitting on something
2406 CheckForBorderCrossing(); 2427 CheckForBorderCrossing();
2407 2428
2408 CheckForSignificantMovement(); // sends update to the modules. 2429 CheckForSignificantMovement(); // sends update to the modules.
@@ -2425,9 +2446,9 @@ namespace OpenSim.Region.Framework.Scenes
2425 if (remoteClient.IsActive) 2446 if (remoteClient.IsActive)
2426 { 2447 {
2427 Vector3 pos = m_pos; 2448 Vector3 pos = m_pos;
2428 pos.Z += m_appearance.HipOffset; 2449 pos.Z += Appearance.HipOffset;
2429 2450
2430 //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity); 2451 //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity);
2431 2452
2432 remoteClient.SendPrimUpdate( 2453 remoteClient.SendPrimUpdate(
2433 this, 2454 this,
@@ -2499,7 +2520,7 @@ namespace OpenSim.Region.Framework.Scenes
2499 2520
2500 public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> avatarUUIDs) 2521 public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
2501 { 2522 {
2502 m_controllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations); 2523 ControllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations);
2503 } 2524 }
2504 2525
2505 /// <summary> 2526 /// <summary>
@@ -2509,21 +2530,21 @@ namespace OpenSim.Region.Framework.Scenes
2509 private void SendInitialData() 2530 private void SendInitialData()
2510 { 2531 {
2511 //m_log.DebugFormat("[SCENE PRESENCE] SendInitialData: {0} ({1})", Name, UUID); 2532 //m_log.DebugFormat("[SCENE PRESENCE] SendInitialData: {0} ({1})", Name, UUID);
2512 // Moved this into CompleteMovement to ensure that m_appearance is initialized before 2533 // Moved this into CompleteMovement to ensure that Appearance is initialized before
2513 // the inventory arrives 2534 // the inventory arrives
2514 // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); 2535 // m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
2515 2536
2516 bool cachedappearance = false; 2537 bool cachedappearance = false;
2517 2538
2518 // We have an appearance but we may not have the baked textures. Check the asset cache 2539 // We have an appearance but we may not have the baked textures. Check the asset cache
2519 // to see if all the baked textures are already here. 2540 // to see if all the baked textures are already here.
2520 if (m_scene.AvatarFactory != null) 2541 if (m_scene.AvatarFactory != null)
2521 cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient); 2542 cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(ControllingClient);
2522 2543
2523 // If we aren't using a cached appearance, then clear out the baked textures 2544 // If we aren't using a cached appearance, then clear out the baked textures
2524 if (!cachedappearance) 2545 if (!cachedappearance)
2525 { 2546 {
2526 m_appearance.ResetAppearance(); 2547 Appearance.ResetAppearance();
2527 if (m_scene.AvatarFactory != null) 2548 if (m_scene.AvatarFactory != null)
2528 m_scene.AvatarFactory.QueueAppearanceSave(UUID); 2549 m_scene.AvatarFactory.QueueAppearanceSave(UUID);
2529 } 2550 }
@@ -2671,17 +2692,7 @@ namespace OpenSim.Region.Framework.Scenes
2671// "[SCENE PRESENCE] Send appearance from {0} {1} to {2} {3}", Name, m_uuid, avatar.Name, avatar.UUID); 2692// "[SCENE PRESENCE] Send appearance from {0} {1} to {2} {3}", Name, m_uuid, avatar.Name, avatar.UUID);
2672 2693
2673 avatar.ControllingClient.SendAppearance( 2694 avatar.ControllingClient.SendAppearance(
2674 UUID, m_appearance.VisualParams, m_appearance.Texture.GetBytes()); 2695 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes());
2675 }
2676
2677 public AvatarAppearance Appearance
2678 {
2679 get { return m_appearance; }
2680 set
2681 {
2682 m_appearance = value;
2683// m_log.DebugFormat("[SCENE PRESENCE]: Set appearance for {0} to {1}", Name, value);
2684 }
2685 } 2696 }
2686 2697
2687 #endregion 2698 #endregion
@@ -2709,14 +2720,13 @@ namespace OpenSim.Region.Framework.Scenes
2709 ChildAgentDataUpdate cadu = new ChildAgentDataUpdate(); 2720 ChildAgentDataUpdate cadu = new ChildAgentDataUpdate();
2710 cadu.ActiveGroupID = UUID.Zero.Guid; 2721 cadu.ActiveGroupID = UUID.Zero.Guid;
2711 cadu.AgentID = UUID.Guid; 2722 cadu.AgentID = UUID.Guid;
2712 cadu.alwaysrun = m_setAlwaysRun; 2723 cadu.alwaysrun = SetAlwaysRun;
2713 cadu.AVHeight = m_appearance.AvatarHeight; 2724 cadu.AVHeight = Appearance.AvatarHeight;
2714 Vector3 tempCameraCenter = m_CameraCenter; 2725 cadu.cameraPosition = CameraPosition;
2715 cadu.cameraPosition = tempCameraCenter; 2726 cadu.drawdistance = DrawDistance;
2716 cadu.drawdistance = m_DrawDistance;
2717 cadu.GroupAccess = 0; 2727 cadu.GroupAccess = 0;
2718 cadu.Position = AbsolutePosition; 2728 cadu.Position = AbsolutePosition;
2719 cadu.regionHandle = m_rootRegionHandle; 2729 cadu.regionHandle = RegionHandle;
2720 2730
2721 // Throttles 2731 // Throttles
2722 float multiplier = 1; 2732 float multiplier = 1;
@@ -2822,7 +2832,7 @@ namespace OpenSim.Region.Framework.Scenes
2822 { 2832 {
2823 if (m_requestedSitTargetUUID == UUID.Zero) 2833 if (m_requestedSitTargetUUID == UUID.Zero)
2824 { 2834 {
2825 bool isFlying = m_physicsActor.Flying; 2835 bool isFlying = PhysicsActor.Flying;
2826 RemoveFromPhysicalScene(); 2836 RemoveFromPhysicalScene();
2827 2837
2828 Vector3 pos = AbsolutePosition; 2838 Vector3 pos = AbsolutePosition;
@@ -2847,7 +2857,7 @@ namespace OpenSim.Region.Framework.Scenes
2847 { 2857 {
2848 if (m_requestedSitTargetUUID == UUID.Zero) 2858 if (m_requestedSitTargetUUID == UUID.Zero)
2849 { 2859 {
2850 bool isFlying = m_physicsActor.Flying; 2860 bool isFlying = PhysicsActor.Flying;
2851 RemoveFromPhysicalScene(); 2861 RemoveFromPhysicalScene();
2852 2862
2853 Vector3 pos = AbsolutePosition; 2863 Vector3 pos = AbsolutePosition;
@@ -2937,7 +2947,7 @@ namespace OpenSim.Region.Framework.Scenes
2937 { 2947 {
2938 try 2948 try
2939 { 2949 {
2940 return m_scene.CrossAgentToNewRegion(this, m_physicsActor.Flying); 2950 return m_scene.CrossAgentToNewRegion(this, PhysicsActor.Flying);
2941 } 2951 }
2942 catch 2952 catch
2943 { 2953 {
@@ -2945,19 +2955,9 @@ namespace OpenSim.Region.Framework.Scenes
2945 } 2955 }
2946 } 2956 }
2947 2957
2948 public void InTransit()
2949 {
2950 m_inTransit = true;
2951
2952 if ((m_physicsActor != null) && m_physicsActor.Flying)
2953 m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY;
2954 else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0)
2955 m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY;
2956 }
2957
2958 public void NotInTransit() 2958 public void NotInTransit()
2959 { 2959 {
2960 m_inTransit = false; 2960 IsInTransit = false;
2961 } 2961 }
2962 2962
2963 public void RestoreInCurrentScene() 2963 public void RestoreInCurrentScene()
@@ -3013,7 +3013,7 @@ namespace OpenSim.Region.Framework.Scenes
3013 if (byebyeRegions.Count > 0) 3013 if (byebyeRegions.Count > 0)
3014 { 3014 {
3015 m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents"); 3015 m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents");
3016 m_scene.SceneGridService.SendCloseChildAgentConnections(m_controllingClient.AgentId, byebyeRegions); 3016 m_scene.SceneGridService.SendCloseChildAgentConnections(ControllingClient.AgentId, byebyeRegions);
3017 } 3017 }
3018 3018
3019 foreach (ulong handle in byebyeRegions) 3019 foreach (ulong handle in byebyeRegions)
@@ -3039,17 +3039,17 @@ namespace OpenSim.Region.Framework.Scenes
3039 if (account != null) 3039 if (account != null)
3040 { 3040 {
3041 if (account.UserLevel > 0) 3041 if (account.UserLevel > 0)
3042 m_godLevel = account.UserLevel; 3042 GodLevel = account.UserLevel;
3043 else 3043 else
3044 m_godLevel = 200; 3044 GodLevel = 200;
3045 } 3045 }
3046 } 3046 }
3047 else 3047 else
3048 { 3048 {
3049 m_godLevel = 0; 3049 GodLevel = 0;
3050 } 3050 }
3051 3051
3052 ControllingClient.SendAdminResponse(token, (uint)m_godLevel); 3052 ControllingClient.SendAdminResponse(token, (uint)GodLevel);
3053 } 3053 }
3054 3054
3055 #region Child Agent Updates 3055 #region Child Agent Updates
@@ -3081,8 +3081,8 @@ namespace OpenSim.Region.Framework.Scenes
3081 // When we get to the point of re-computing neighbors everytime this 3081 // When we get to the point of re-computing neighbors everytime this
3082 // changes, then start using the agent's drawdistance rather than the 3082 // changes, then start using the agent's drawdistance rather than the
3083 // region's draw distance. 3083 // region's draw distance.
3084 // m_DrawDistance = cAgentData.Far; 3084 // DrawDistance = cAgentData.Far;
3085 m_DrawDistance = Scene.DefaultDrawDistance; 3085 DrawDistance = Scene.DefaultDrawDistance;
3086 3086
3087 if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!! 3087 if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!!
3088 m_pos = cAgentData.Position + offset; 3088 m_pos = cAgentData.Position + offset;
@@ -3093,7 +3093,7 @@ namespace OpenSim.Region.Framework.Scenes
3093 ReprioritizeUpdates(); 3093 ReprioritizeUpdates();
3094 } 3094 }
3095 3095
3096 m_CameraCenter = cAgentData.Center + offset; 3096 CameraPosition = cAgentData.Center + offset;
3097 3097
3098 //SetHeight(cAgentData.AVHeight); 3098 //SetHeight(cAgentData.AVHeight);
3099 3099
@@ -3101,7 +3101,7 @@ namespace OpenSim.Region.Framework.Scenes
3101 ControllingClient.SetChildAgentThrottle(cAgentData.Throttles); 3101 ControllingClient.SetChildAgentThrottle(cAgentData.Throttles);
3102 3102
3103 //cAgentData.AVHeight; 3103 //cAgentData.AVHeight;
3104 m_rootRegionHandle = cAgentData.RegionHandle; 3104 RegionHandle = cAgentData.RegionHandle;
3105 //m_velocity = cAgentData.Velocity; 3105 //m_velocity = cAgentData.Velocity;
3106 } 3106 }
3107 3107
@@ -3114,12 +3114,12 @@ namespace OpenSim.Region.Framework.Scenes
3114 3114
3115 cAgent.Position = AbsolutePosition; 3115 cAgent.Position = AbsolutePosition;
3116 cAgent.Velocity = m_velocity; 3116 cAgent.Velocity = m_velocity;
3117 cAgent.Center = m_CameraCenter; 3117 cAgent.Center = CameraPosition;
3118 cAgent.AtAxis = m_CameraAtAxis; 3118 cAgent.AtAxis = CameraAtAxis;
3119 cAgent.LeftAxis = m_CameraLeftAxis; 3119 cAgent.LeftAxis = CameraLeftAxis;
3120 cAgent.UpAxis = m_CameraUpAxis; 3120 cAgent.UpAxis = m_CameraUpAxis;
3121 3121
3122 cAgent.Far = m_DrawDistance; 3122 cAgent.Far = DrawDistance;
3123 3123
3124 // Throttles 3124 // Throttles
3125 float multiplier = 1; 3125 float multiplier = 1;
@@ -3134,17 +3134,17 @@ namespace OpenSim.Region.Framework.Scenes
3134 cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier); 3134 cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier);
3135 3135
3136 cAgent.HeadRotation = m_headrotation; 3136 cAgent.HeadRotation = m_headrotation;
3137 cAgent.BodyRotation = m_bodyRot; 3137 cAgent.BodyRotation = Rotation;
3138 cAgent.ControlFlags = (uint)m_AgentControlFlags; 3138 cAgent.ControlFlags = (uint)m_AgentControlFlags;
3139 3139
3140 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) 3140 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
3141 cAgent.GodLevel = (byte)m_godLevel; 3141 cAgent.GodLevel = (byte)GodLevel;
3142 else 3142 else
3143 cAgent.GodLevel = (byte) 0; 3143 cAgent.GodLevel = (byte) 0;
3144 3144
3145 cAgent.AlwaysRun = m_setAlwaysRun; 3145 cAgent.AlwaysRun = SetAlwaysRun;
3146 3146
3147 cAgent.Appearance = new AvatarAppearance(m_appearance); 3147 cAgent.Appearance = new AvatarAppearance(Appearance);
3148 3148
3149 lock (scriptedcontrols) 3149 lock (scriptedcontrols)
3150 { 3150 {
@@ -3173,7 +3173,7 @@ namespace OpenSim.Region.Framework.Scenes
3173 cAgent.AttachmentObjects = new List<ISceneObject>(); 3173 cAgent.AttachmentObjects = new List<ISceneObject>();
3174 cAgent.AttachmentObjectStates = new List<string>(); 3174 cAgent.AttachmentObjectStates = new List<string>();
3175 // IScriptModule se = m_scene.RequestModuleInterface<IScriptModule>(); 3175 // IScriptModule se = m_scene.RequestModuleInterface<IScriptModule>();
3176 m_InTransitScriptStates.Clear(); 3176 InTransitScriptStates.Clear();
3177 3177
3178 foreach (SceneObjectGroup sog in m_attachments) 3178 foreach (SceneObjectGroup sog in m_attachments)
3179 { 3179 {
@@ -3186,7 +3186,7 @@ namespace OpenSim.Region.Framework.Scenes
3186 cAgent.AttachmentObjects.Add(clone); 3186 cAgent.AttachmentObjects.Add(clone);
3187 string state = sog.GetStateSnapshot(); 3187 string state = sog.GetStateSnapshot();
3188 cAgent.AttachmentObjectStates.Add(state); 3188 cAgent.AttachmentObjectStates.Add(state);
3189 m_InTransitScriptStates.Add(state); 3189 InTransitScriptStates.Add(state);
3190 // Let's remove the scripts of the original object here 3190 // Let's remove the scripts of the original object here
3191 sog.RemoveScriptInstances(true); 3191 sog.RemoveScriptInstances(true);
3192 } 3192 }
@@ -3202,32 +3202,32 @@ namespace OpenSim.Region.Framework.Scenes
3202 3202
3203 m_pos = cAgent.Position; 3203 m_pos = cAgent.Position;
3204 m_velocity = cAgent.Velocity; 3204 m_velocity = cAgent.Velocity;
3205 m_CameraCenter = cAgent.Center; 3205 CameraPosition = cAgent.Center;
3206 m_CameraAtAxis = cAgent.AtAxis; 3206 CameraAtAxis = cAgent.AtAxis;
3207 m_CameraLeftAxis = cAgent.LeftAxis; 3207 CameraLeftAxis = cAgent.LeftAxis;
3208 m_CameraUpAxis = cAgent.UpAxis; 3208 m_CameraUpAxis = cAgent.UpAxis;
3209 3209
3210 // When we get to the point of re-computing neighbors everytime this 3210 // When we get to the point of re-computing neighbors everytime this
3211 // changes, then start using the agent's drawdistance rather than the 3211 // changes, then start using the agent's drawdistance rather than the
3212 // region's draw distance. 3212 // region's draw distance.
3213 // m_DrawDistance = cAgent.Far; 3213 // DrawDistance = cAgent.Far;
3214 m_DrawDistance = Scene.DefaultDrawDistance; 3214 DrawDistance = Scene.DefaultDrawDistance;
3215 3215
3216 if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0) 3216 if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0)
3217 ControllingClient.SetChildAgentThrottle(cAgent.Throttles); 3217 ControllingClient.SetChildAgentThrottle(cAgent.Throttles);
3218 3218
3219 m_headrotation = cAgent.HeadRotation; 3219 m_headrotation = cAgent.HeadRotation;
3220 m_bodyRot = cAgent.BodyRotation; 3220 Rotation = cAgent.BodyRotation;
3221 m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags; 3221 m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags;
3222 3222
3223 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) 3223 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
3224 m_godLevel = cAgent.GodLevel; 3224 GodLevel = cAgent.GodLevel;
3225 m_setAlwaysRun = cAgent.AlwaysRun; 3225 SetAlwaysRun = cAgent.AlwaysRun;
3226 3226
3227 m_appearance = new AvatarAppearance(cAgent.Appearance); 3227 Appearance = new AvatarAppearance(cAgent.Appearance);
3228 if (m_physicsActor != null) 3228 if (PhysicsActor != null)
3229 { 3229 {
3230 bool isFlying = m_physicsActor.Flying; 3230 bool isFlying = PhysicsActor.Flying;
3231 RemoveFromPhysicalScene(); 3231 RemoveFromPhysicalScene();
3232 AddToPhysicalScene(isFlying); 3232 AddToPhysicalScene(isFlying);
3233 } 3233 }
@@ -3293,7 +3293,7 @@ namespace OpenSim.Region.Framework.Scenes
3293 { 3293 {
3294 Vector3 force = m_forceToApply.Value; 3294 Vector3 force = m_forceToApply.Value;
3295 3295
3296 m_updateflag = true; 3296 Updated = true;
3297 3297
3298 Velocity = force; 3298 Velocity = force;
3299 3299
@@ -3310,30 +3310,30 @@ namespace OpenSim.Region.Framework.Scenes
3310// "[SCENE PRESENCE]: Adding physics actor for {0}, ifFlying = {1} in {2}", 3310// "[SCENE PRESENCE]: Adding physics actor for {0}, ifFlying = {1} in {2}",
3311// Name, isFlying, Scene.RegionInfo.RegionName); 3311// Name, isFlying, Scene.RegionInfo.RegionName);
3312 3312
3313 if (m_appearance.AvatarHeight == 0) 3313 if (Appearance.AvatarHeight == 0)
3314 m_appearance.SetHeight(); 3314 Appearance.SetHeight();
3315 3315
3316 PhysicsScene scene = m_scene.PhysicsScene; 3316 PhysicsScene scene = m_scene.PhysicsScene;
3317 3317
3318 Vector3 pVec = AbsolutePosition; 3318 Vector3 pVec = AbsolutePosition;
3319 3319
3320 // Old bug where the height was in centimeters instead of meters 3320 // Old bug where the height was in centimeters instead of meters
3321 m_physicsActor = scene.AddAvatar(LocalId, Firstname + "." + Lastname, pVec, 3321 PhysicsActor = scene.AddAvatar(LocalId, Firstname + "." + Lastname, pVec,
3322 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); 3322 new Vector3(0f, 0f, Appearance.AvatarHeight), isFlying);
3323 3323
3324 scene.AddPhysicsActorTaint(m_physicsActor); 3324 scene.AddPhysicsActorTaint(PhysicsActor);
3325 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3325 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3326 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3326 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3327 m_physicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3327 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3328 m_physicsActor.SubscribeEvents(500); 3328 PhysicsActor.SubscribeEvents(500);
3329 m_physicsActor.LocalID = LocalId; 3329 PhysicsActor.LocalID = LocalId;
3330 3330
3331 SetHeight(m_appearance.AvatarHeight); 3331 SetHeight(Appearance.AvatarHeight);
3332 } 3332 }
3333 3333
3334 private void OutOfBoundsCall(Vector3 pos) 3334 private void OutOfBoundsCall(Vector3 pos)
3335 { 3335 {
3336 //bool flying = m_physicsActor.Flying; 3336 //bool flying = PhysicsActor.Flying;
3337 //RemoveFromPhysicalScene(); 3337 //RemoveFromPhysicalScene();
3338 3338
3339 //AddToPhysicalScene(flying); 3339 //AddToPhysicalScene(flying);
@@ -3348,7 +3348,7 @@ namespace OpenSim.Region.Framework.Scenes
3348 return; 3348 return;
3349 3349
3350 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3350 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3351 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( 3351 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3352 // as of this comment the interval is set in AddToPhysicalScene 3352 // as of this comment the interval is set in AddToPhysicalScene
3353 if (Animator != null) 3353 if (Animator != null)
3354 Animator.UpdateMovementAnimations(); 3354 Animator.UpdateMovementAnimations();
@@ -3387,7 +3387,7 @@ namespace OpenSim.Region.Framework.Scenes
3387 } 3387 }
3388 } 3388 }
3389 3389
3390 if (m_invulnerable) 3390 if (Invulnerable)
3391 return; 3391 return;
3392 3392
3393 float starthealth = Health; 3393 float starthealth = Health;
@@ -3412,13 +3412,13 @@ namespace OpenSim.Region.Framework.Scenes
3412 //m_log.Debug("[AVATAR]: Collision with localid: " + localid.ToString() + " at depth: " + coldata[localid].ToString()); 3412 //m_log.Debug("[AVATAR]: Collision with localid: " + localid.ToString() + " at depth: " + coldata[localid].ToString());
3413 } 3413 }
3414 //Health = 100; 3414 //Health = 100;
3415 if (!m_invulnerable) 3415 if (!Invulnerable)
3416 { 3416 {
3417 if (starthealth != Health) 3417 if (starthealth != Health)
3418 { 3418 {
3419 ControllingClient.SendHealth(Health); 3419 ControllingClient.SendHealth(Health);
3420 } 3420 }
3421 if (m_health <= 0) 3421 if (Health <= 0)
3422 m_scene.EventManager.TriggerAvatarKill(killerObj, this); 3422 m_scene.EventManager.TriggerAvatarKill(killerObj, this);
3423 } 3423 }
3424 } 3424 }
@@ -3449,11 +3449,11 @@ namespace OpenSim.Region.Framework.Scenes
3449 // unsetting the elapsed callback should be enough to allow for cleanup however. 3449 // unsetting the elapsed callback should be enough to allow for cleanup however.
3450 // m_reprioritizationTimer.Dispose(); 3450 // m_reprioritizationTimer.Dispose();
3451 3451
3452 m_sceneViewer.Close(); 3452 SceneViewer.Close();
3453 3453
3454 RemoveFromPhysicalScene(); 3454 RemoveFromPhysicalScene();
3455 m_animator.Close(); 3455 Animator.Close();
3456 m_animator = null; 3456 Animator = null;
3457 } 3457 }
3458 3458
3459 public void AddAttachment(SceneObjectGroup gobj) 3459 public void AddAttachment(SceneObjectGroup gobj)
@@ -3815,7 +3815,7 @@ namespace OpenSim.Region.Framework.Scenes
3815 3815
3816 private void Reprioritize(object sender, ElapsedEventArgs e) 3816 private void Reprioritize(object sender, ElapsedEventArgs e)
3817 { 3817 {
3818 m_controllingClient.ReprioritizeUpdates(); 3818 ControllingClient.ReprioritizeUpdates();
3819 3819
3820 lock (m_reprioritization_timer) 3820 lock (m_reprioritization_timer)
3821 { 3821 {