* Added CoordinateFrame class for camera management * Added NetworkManager.OnSimConnecting that blocks before connecting to a new sim * CurrentSim no longer goes null in between teleports * Applied jradford's patch to fix the DeedObject patch * UDP socket Bind() is used instead of Connect() now and sender verification is done in PacketReceived() to fix an apparent compatibility problem * Added Helpers.VecCross() for vector cross products * TextureEntryFace and TextureEntry now implement ICloneable git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@1384 52acb1d6-8a22-11de-b505-999d5b087335
543 lines
25 KiB
C#
543 lines
25 KiB
C#
/*
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* Copyright (c) 2006-2007, Second Life Reverse Engineering Team
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* All rights reserved.
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*
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* - Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the Second Life Reverse Engineering Team nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Timers;
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using libsecondlife;
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using libsecondlife.Packets;
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namespace libsecondlife
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{
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public partial class MainAvatar
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{
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#region Enums
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/// <summary>
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/// Used to specify movement actions for your agent
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/// </summary>
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[Flags]
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public enum ControlFlags
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{
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/// <summary>Empty flag</summary>
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NONE = 0,
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/// <summary>Move Forward (SL Keybinding: W/Up Arrow)</summary>
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AGENT_CONTROL_AT_POS = 0x1 << CONTROL_AT_POS_INDEX,
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/// <summary>Move Backward (SL Keybinding: S/Down Arrow)</summary>
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AGENT_CONTROL_AT_NEG = 0x1 << CONTROL_AT_NEG_INDEX,
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/// <summary>Move Left (SL Keybinding: Shift-(A/Left Arrow))</summary>
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AGENT_CONTROL_LEFT_POS = 0x1 << CONTROL_LEFT_POS_INDEX,
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/// <summary>Move Right (SL Keybinding: Shift-(D/Right Arrow))</summary>
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AGENT_CONTROL_LEFT_NEG = 0x1 << CONTROL_LEFT_NEG_INDEX,
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/// <summary>Not Flying: Jump/Flying: Move Up (SL Keybinding: E)</summary>
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AGENT_CONTROL_UP_POS = 0x1 << CONTROL_UP_POS_INDEX,
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/// <summary>Not Flying: Croutch/Flying: Move Down (SL Keybinding: C)</summary>
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AGENT_CONTROL_UP_NEG = 0x1 << CONTROL_UP_NEG_INDEX,
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/// <summary>Unused</summary>
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AGENT_CONTROL_PITCH_POS = 0x1 << CONTROL_PITCH_POS_INDEX,
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/// <summary>Unused</summary>
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AGENT_CONTROL_PITCH_NEG = 0x1 << CONTROL_PITCH_NEG_INDEX,
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/// <summary>Unused</summary>
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AGENT_CONTROL_YAW_POS = 0x1 << CONTROL_YAW_POS_INDEX,
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/// <summary>Unused</summary>
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AGENT_CONTROL_YAW_NEG = 0x1 << CONTROL_YAW_NEG_INDEX,
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/// <summary>ORed with AGENT_CONTROL_AT_* if the keyboard is being used</summary>
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AGENT_CONTROL_FAST_AT = 0x1 << CONTROL_FAST_AT_INDEX,
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/// <summary>ORed with AGENT_CONTROL_LEFT_* if the keyboard is being used</summary>
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AGENT_CONTROL_FAST_LEFT = 0x1 << CONTROL_FAST_LEFT_INDEX,
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/// <summary>ORed with AGENT_CONTROL_UP_* if the keyboard is being used</summary>
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AGENT_CONTROL_FAST_UP = 0x1 << CONTROL_FAST_UP_INDEX,
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/// <summary>Fly</summary>
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AGENT_CONTROL_FLY = 0x1 << CONTROL_FLY_INDEX,
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/// <summary></summary>
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AGENT_CONTROL_STOP = 0x1 << CONTROL_STOP_INDEX,
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/// <summary>Finish our current animation</summary>
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AGENT_CONTROL_FINISH_ANIM = 0x1 << CONTROL_FINISH_ANIM_INDEX,
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/// <summary>Stand up from the ground or a prim seat</summary>
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AGENT_CONTROL_STAND_UP = 0x1 << CONTROL_STAND_UP_INDEX,
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/// <summary>Sit on the ground at our current location</summary>
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AGENT_CONTROL_SIT_ON_GROUND = 0x1 << CONTROL_SIT_ON_GROUND_INDEX,
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/// <summary>Whether mouselook is currently enabled</summary>
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AGENT_CONTROL_MOUSELOOK = 0x1 << CONTROL_MOUSELOOK_INDEX,
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/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
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AGENT_CONTROL_NUDGE_AT_POS = 0x1 << CONTROL_NUDGE_AT_POS_INDEX,
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/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
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AGENT_CONTROL_NUDGE_AT_NEG = 0x1 << CONTROL_NUDGE_AT_NEG_INDEX,
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/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
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AGENT_CONTROL_NUDGE_LEFT_POS = 0x1 << CONTROL_NUDGE_LEFT_POS_INDEX,
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/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
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AGENT_CONTROL_NUDGE_LEFT_NEG = 0x1 << CONTROL_NUDGE_LEFT_NEG_INDEX,
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/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
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AGENT_CONTROL_NUDGE_UP_POS = 0x1 << CONTROL_NUDGE_UP_POS_INDEX,
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/// <summary>Legacy, used if a key was pressed for less than a certain amount of time</summary>
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AGENT_CONTROL_NUDGE_UP_NEG = 0x1 << CONTROL_NUDGE_UP_NEG_INDEX,
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/// <summary></summary>
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AGENT_CONTROL_TURN_LEFT = 0x1 << CONTROL_TURN_LEFT_INDEX,
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/// <summary></summary>
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AGENT_CONTROL_TURN_RIGHT = 0x1 << CONTROL_TURN_RIGHT_INDEX,
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/// <summary>Set when the avatar is idled or set to away. Note that the away animation is
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/// activated separately from setting this flag</summary>
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AGENT_CONTROL_AWAY = 0x1 << CONTROL_AWAY_INDEX,
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/// <summary></summary>
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AGENT_CONTROL_LBUTTON_DOWN = 0x1 << CONTROL_LBUTTON_DOWN_INDEX,
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/// <summary></summary>
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AGENT_CONTROL_LBUTTON_UP = 0x1 << CONTROL_LBUTTON_UP_INDEX,
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/// <summary></summary>
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AGENT_CONTROL_ML_LBUTTON_DOWN = 0x1 << CONTROL_ML_LBUTTON_DOWN_INDEX,
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/// <summary></summary>
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AGENT_CONTROL_ML_LBUTTON_UP = 0x1 << CONTROL_ML_LBUTTON_UP_INDEX
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}
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#endregion Enums
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/// <summary>
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/// Holds current camera and control key status
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/// </summary>
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public class MainAvatarStatus
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{
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#region Structs
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/// <summary>
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///
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/// </summary>
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public struct CameraStatus
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{
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/// <summary></summary>
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public LLQuaternion BodyRotation;
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/// <summary></summary>
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public LLQuaternion HeadRotation;
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/// <summary></summary>
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public LLVector3 CameraAtAxis;
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/// <summary></summary>
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public LLVector3 CameraCenter;
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/// <summary></summary>
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public LLVector3 CameraLeftAxis;
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/// <summary></summary>
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public LLVector3 CameraUpAxis;
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/// <summary></summary>
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public float Far;
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/// <summary></summary>
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internal LLQuaternion LastBodyRotation;
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/// <summary></summary>
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internal LLQuaternion LastHeadRotation;
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/// <summary></summary>
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internal LLVector3 LastCameraAtAxis;
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/// <summary></summary>
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internal LLVector3 LastCameraCenter;
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/// <summary></summary>
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internal LLVector3 LastCameraLeftAxis;
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/// <summary></summary>
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internal LLVector3 LastCameraUpAxis;
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/// <summary></summary>
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internal float LastFar;
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}
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#endregion Structs
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#region Properties
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/// <summary></summary>
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public bool AtPos
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_AT_POS); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_AT_POS, value); }
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}
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/// <summary></summary>
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public bool AtNeg
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_AT_NEG); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_AT_NEG, value); }
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}
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/// <summary></summary>
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public bool LeftPos
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_POS); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_POS, value); }
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}
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/// <summary></summary>
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public bool LeftNeg
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_NEG); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_NEG, value); }
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}
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/// <summary></summary>
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public bool UpPos
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_UP_POS); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_UP_POS, value); }
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}
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/// <summary></summary>
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public bool UpNeg
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG, value); }
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}
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/// <summary></summary>
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public bool PitchPos
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_PITCH_POS); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_PITCH_POS, value); }
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}
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/// <summary></summary>
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public bool PitchNeg
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_PITCH_NEG); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_PITCH_NEG, value); }
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}
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/// <summary></summary>
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public bool YawPos
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_YAW_POS); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_YAW_POS, value); }
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}
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/// <summary></summary>
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public bool YawNeg
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_YAW_NEG); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_YAW_NEG, value); }
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}
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/// <summary></summary>
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public bool FastAt
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_FAST_AT); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_FAST_AT, value); }
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}
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/// <summary></summary>
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public bool FastLeft
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_FAST_LEFT); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_FAST_LEFT, value); }
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}
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/// <summary></summary>
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public bool FastUp
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_FAST_UP); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_FAST_UP, value); }
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}
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/// <summary></summary>
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public bool Fly
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_FLY); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_FLY, value); }
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}
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/// <summary></summary>
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public bool Stop
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_STOP); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_STOP, value); }
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}
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/// <summary></summary>
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public bool FinishAnim
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_FINISH_ANIM); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_FINISH_ANIM, value); }
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}
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/// <summary></summary>
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public bool StandUp
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_STAND_UP); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_STAND_UP, value); }
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}
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/// <summary></summary>
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public bool SitOnGround
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND, value); }
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}
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/// <summary></summary>
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public bool Mouselook
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_MOUSELOOK); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_MOUSELOOK, value); }
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}
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/// <summary></summary>
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public bool NudgeAtPos
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, value); }
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}
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/// <summary></summary>
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public bool NudgeAtNeg
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, value); }
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}
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/// <summary></summary>
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public bool NudgeLeftPos
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, value); }
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}
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/// <summary></summary>
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public bool NudgeLeftNeg
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, value); }
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}
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/// <summary></summary>
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public bool NudgeUpPos
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS, value); }
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}
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/// <summary></summary>
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public bool NudgeUpNeg
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG, value); }
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}
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/// <summary></summary>
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public bool TurnLeft
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_TURN_LEFT); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_TURN_LEFT, value); }
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}
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/// <summary></summary>
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public bool TurnRight
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_TURN_RIGHT); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_TURN_RIGHT, value); }
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}
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/// <summary></summary>
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public bool Away
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_AWAY); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_AWAY, value); }
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}
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/// <summary></summary>
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public bool LButtonDown
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN, value); }
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}
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/// <summary></summary>
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public bool LButtonUp
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_LBUTTON_UP); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_LBUTTON_UP, value); }
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}
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/// <summary></summary>
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public bool MLButtonDown
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN, value); }
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}
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/// <summary></summary>
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public bool MLButtonUp
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{
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get { return GetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP); }
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set { SetControlFlag(MainAvatar.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP, value); }
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}
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/// <summary>
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/// Returns "always run" value, or changes it by sending a SetAlwaysRunPacket
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/// </summary>
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public bool AlwaysRun
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{
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get
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{
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return alwaysRun;
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}
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set
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{
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alwaysRun = value;
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SetAlwaysRunPacket run = new SetAlwaysRunPacket();
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run.AgentData.AgentID = Client.Network.AgentID;
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run.AgentData.SessionID = Client.Network.SessionID;
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run.AgentData.AlwaysRun = alwaysRun;
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Client.Network.SendPacket(run);
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}
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}
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/// <summary>The current value of the agent control flags</summary>
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public uint AgentControls
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{
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get
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{
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return agentControls;
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}
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}
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#endregion Properties
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/// <summary>Timer for sending AgentUpdate packets</summary>
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public Timer UpdateTimer;
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/// <summary>Holds camera flags</summary>
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public CameraStatus Camera;
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/// <summary>Currently only used for hiding your group title</summary>
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public AgentFlags Flags = AgentFlags.None;
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/// <summary>Action state of the avatar, which can currently be
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/// typing and editing</summary>
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public AgentState State = AgentState.None;
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private bool alwaysRun = false;
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private SecondLife Client;
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private uint agentControls;
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private int duplicateCount = 0;
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private AgentState lastState;
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/// <summary>Constructor for class MainAvatarStatus</summary>
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public MainAvatarStatus(SecondLife client)
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{
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Client = client;
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// Lets set some default camera values
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Camera.BodyRotation = LLQuaternion.Identity;
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Camera.HeadRotation = LLQuaternion.Identity;
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Camera.CameraCenter = new LLVector3(128,128,20);
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Camera.CameraAtAxis = new LLVector3(0, 0.9999f, 0);
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Camera.CameraLeftAxis = new LLVector3(0.9999f, 0, 0);
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Camera.CameraUpAxis = new LLVector3(0, 0, 0.9999f);
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Camera.Far = 128.0f;
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UpdateTimer = new Timer(Settings.AGENT_UPDATE_INTERVAL);
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UpdateTimer.Elapsed += new ElapsedEventHandler(UpdateTimer_Elapsed);
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UpdateTimer.Start();
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}
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/// <summary>
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/// Send an AgentUpdate with the camera set at the current agent
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/// position and pointing towards the heading specified
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/// </summary>
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/// <param name="heading">Camera rotation in radians</param>
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/// <param name="reliable">Whether to send the AgentUpdate reliable
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/// or not</param>
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public void UpdateFromHeading(double heading, bool reliable)
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{
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Camera.CameraCenter = Client.Self.Position;
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Camera.CameraAtAxis.X = (float)Math.Cos(heading);
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Camera.CameraAtAxis.Y = (float)Math.Sin(heading);
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Camera.CameraLeftAxis.X = (float)-Math.Sin(heading);
|
|
Camera.CameraLeftAxis.Y = (float)Math.Cos(heading);
|
|
Camera.BodyRotation.Z = (float)Math.Sin(heading / 2.0d);
|
|
Camera.BodyRotation.W = (float)Math.Cos(heading / 2.0d);
|
|
Camera.HeadRotation = Client.Self.Status.Camera.BodyRotation;
|
|
|
|
Client.Self.Status.SendUpdate(reliable);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Send new AgentUpdate packet to update our current camera
|
|
/// position and rotation
|
|
/// </summary>
|
|
public void SendUpdate()
|
|
{
|
|
SendUpdate(false, Client.Network.CurrentSim);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Send new AgentUpdate packet to update our current camera
|
|
/// position and rotation
|
|
/// </summary>
|
|
/// <param name="reliable">Whether to require server acknowledgement
|
|
/// of this packet</param>
|
|
public void SendUpdate(bool reliable)
|
|
{
|
|
SendUpdate(reliable, Client.Network.CurrentSim);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Send new AgentUpdate packet to update our current camera
|
|
/// position and rotation
|
|
/// </summary>
|
|
/// <param name="reliable">Whether to require server acknowledgement
|
|
/// of this packet</param>
|
|
/// <param name="simulator">Simulator to send the update to</param>
|
|
public void SendUpdate(bool reliable, Simulator simulator)
|
|
{
|
|
// Attempted to sort these in a rough order of how often they might change
|
|
if (agentControls == 0 &&
|
|
Camera.CameraAtAxis == Camera.LastCameraAtAxis &&
|
|
Camera.CameraCenter == Camera.LastCameraCenter &&
|
|
State == lastState &&
|
|
Camera.HeadRotation == Camera.LastHeadRotation &&
|
|
Camera.BodyRotation == Camera.LastBodyRotation &&
|
|
Camera.CameraLeftAxis == Camera.LastCameraLeftAxis &&
|
|
Camera.Far == Camera.LastFar &&
|
|
Camera.CameraUpAxis == Camera.LastCameraUpAxis)
|
|
{
|
|
++duplicateCount;
|
|
}
|
|
else
|
|
{
|
|
duplicateCount = 0;
|
|
}
|
|
|
|
if (Client.Settings.CONTINUOUS_AGENT_UPDATES || duplicateCount < 10)
|
|
{
|
|
// Store the current state to do duplicate checking in the future
|
|
Camera.LastHeadRotation = Camera.HeadRotation;
|
|
Camera.LastBodyRotation = Camera.BodyRotation;
|
|
Camera.LastCameraAtAxis = Camera.CameraAtAxis;
|
|
Camera.LastCameraCenter = Camera.CameraCenter;
|
|
Camera.LastCameraLeftAxis = Camera.CameraLeftAxis;
|
|
Camera.LastCameraUpAxis = Camera.CameraUpAxis;
|
|
Camera.LastFar = Camera.Far;
|
|
lastState = State;
|
|
|
|
// Build the AgentUpdate packet and send it
|
|
AgentUpdatePacket update = new AgentUpdatePacket();
|
|
update.Header.Reliable = reliable;
|
|
|
|
update.AgentData.AgentID = Client.Network.AgentID;
|
|
update.AgentData.SessionID = Client.Network.SessionID;
|
|
update.AgentData.HeadRotation = Camera.HeadRotation;
|
|
update.AgentData.BodyRotation = Camera.BodyRotation;
|
|
update.AgentData.CameraAtAxis = Camera.CameraAtAxis;
|
|
update.AgentData.CameraCenter = Camera.CameraCenter;
|
|
update.AgentData.CameraLeftAxis = Camera.CameraLeftAxis;
|
|
update.AgentData.CameraUpAxis = Camera.CameraUpAxis;
|
|
update.AgentData.Far = Camera.Far;
|
|
update.AgentData.State = (byte)State;
|
|
update.AgentData.ControlFlags = agentControls;
|
|
update.AgentData.Flags = (byte)Flags;
|
|
|
|
Client.Network.SendPacket(update, simulator);
|
|
}
|
|
}
|
|
|
|
private bool GetControlFlag(MainAvatar.ControlFlags flag)
|
|
{
|
|
return (agentControls & (uint)flag) != 0;
|
|
}
|
|
|
|
private void SetControlFlag(MainAvatar.ControlFlags flag, bool value)
|
|
{
|
|
if (value) agentControls |= (uint)flag;
|
|
else agentControls &= ~((uint)flag);
|
|
}
|
|
|
|
private void UpdateTimer_Elapsed(object sender, ElapsedEventArgs e)
|
|
{
|
|
if (Client.Network.Connected && Client.Settings.SEND_AGENT_UPDATES)
|
|
{
|
|
//Send an AgentUpdate packet
|
|
SendUpdate();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|