From a2f5b4ac9afeec2b8f44ba09d7236a134f187bfe Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 4 Aug 2011 00:10:53 +0100
Subject: Rename HandleMoveToPositionUpdate() to HandleMoveToTargetUpdate() for
 consistency.  Improve method doc.

---
 OpenSim/Region/Framework/Scenes/ScenePresence.cs      | 12 ++++++------
 OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs |  2 +-
 2 files changed, 7 insertions(+), 7 deletions(-)

(limited to 'OpenSim')

diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 9f7bd9d..4c83def 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1485,7 +1485,7 @@ namespace OpenSim.Region.Framework.Scenes
                     }
 
                     // If the user has pressed a key then we want to cancel any move to target.
-                    if (HandleMoveToPositionUpdate(
+                    if (HandleMoveToTargetUpdate(
                         ref agent_control_v3, bodyRotation, DCFlagKeyPressed, bAllowUpdateMoveToPosition))
                         update_movementflag = true;
                 }
@@ -1539,20 +1539,20 @@ namespace OpenSim.Region.Framework.Scenes
         }
 
         /// <summary>
-        /// Process move to update for an avatar.
+        /// Calculate an update to move the presence to the set target.
         /// </summary>
         /// <remarks>
-        /// This doesn't actually perform the movement.  Instead, it adds its vector to agent_control_v3
+        /// This doesn't actually perform the movement.  Instead, it adds its vector to agent_control_v3.
         /// </remarks>
         /// <param value="agent_control_v3">Cumulative agent movement that this method will update.</param>
         /// <param value="bodyRotation">New body rotation of the avatar.</param>
         /// <param value="reset">If true, clear the move to position</param>
         /// <param value="allowUpdate">If true, allow the update in principle.</param>
         /// <returns>True if movement has been updated in some way.  False otherwise.</returns>
-        public bool HandleMoveToPositionUpdate(
+        public bool HandleMoveToTargetUpdate(
             ref Vector3 agent_control_v3, Quaternion bodyRotation, bool reset, bool allowUpdate)
         {
-//            m_log.DebugFormat("[SCENE PRESENCE]: Called DoMoveToPositionUpdate() for {0}", Name);
+//            m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name);
 
             bool updated = false;
 
@@ -1711,7 +1711,7 @@ namespace OpenSim.Region.Framework.Scenes
             MoveToPositionTarget = pos;
 
             Vector3 agent_control_v3 = new Vector3();
-            HandleMoveToPositionUpdate(ref agent_control_v3, Rotation, false, true);
+            HandleMoveToTargetUpdate(ref agent_control_v3, Rotation, false, true);
             AddNewMovement(agent_control_v3, Rotation);
         }
 
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
index f9c41d7..dd94240 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
@@ -86,7 +86,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
                     else
                     {
                         Vector3 agent_control_v3 = new Vector3();
-                        presence.HandleMoveToPositionUpdate(ref agent_control_v3, presence.Rotation, false, true);
+                        presence.HandleMoveToTargetUpdate(ref agent_control_v3, presence.Rotation, false, true);
                         presence.AddNewMovement(agent_control_v3, presence.Rotation);
                     }
 //
-- 
cgit v1.1