git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@1703 52acb1d6-8a22-11de-b505-999d5b087335
724 lines
32 KiB
C#
724 lines
32 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.Threading;
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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 AgentManager
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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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#region AgentUpdate Constants
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private const int CONTROL_AT_POS_INDEX = 0;
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private const int CONTROL_AT_NEG_INDEX = 1;
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private const int CONTROL_LEFT_POS_INDEX = 2;
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private const int CONTROL_LEFT_NEG_INDEX = 3;
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private const int CONTROL_UP_POS_INDEX = 4;
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private const int CONTROL_UP_NEG_INDEX = 5;
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private const int CONTROL_PITCH_POS_INDEX = 6;
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private const int CONTROL_PITCH_NEG_INDEX = 7;
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private const int CONTROL_YAW_POS_INDEX = 8;
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private const int CONTROL_YAW_NEG_INDEX = 9;
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private const int CONTROL_FAST_AT_INDEX = 10;
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private const int CONTROL_FAST_LEFT_INDEX = 11;
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private const int CONTROL_FAST_UP_INDEX = 12;
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private const int CONTROL_FLY_INDEX = 13;
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private const int CONTROL_STOP_INDEX = 14;
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private const int CONTROL_FINISH_ANIM_INDEX = 15;
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private const int CONTROL_STAND_UP_INDEX = 16;
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private const int CONTROL_SIT_ON_GROUND_INDEX = 17;
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private const int CONTROL_MOUSELOOK_INDEX = 18;
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private const int CONTROL_NUDGE_AT_POS_INDEX = 19;
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private const int CONTROL_NUDGE_AT_NEG_INDEX = 20;
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private const int CONTROL_NUDGE_LEFT_POS_INDEX = 21;
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private const int CONTROL_NUDGE_LEFT_NEG_INDEX = 22;
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private const int CONTROL_NUDGE_UP_POS_INDEX = 23;
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private const int CONTROL_NUDGE_UP_NEG_INDEX = 24;
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private const int CONTROL_TURN_LEFT_INDEX = 25;
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private const int CONTROL_TURN_RIGHT_INDEX = 26;
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private const int CONTROL_AWAY_INDEX = 27;
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private const int CONTROL_LBUTTON_DOWN_INDEX = 28;
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private const int CONTROL_LBUTTON_UP_INDEX = 29;
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private const int CONTROL_ML_LBUTTON_DOWN_INDEX = 30;
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private const int CONTROL_ML_LBUTTON_UP_INDEX = 31;
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private const int TOTAL_CONTROLS = 32;
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#endregion AgentUpdate Constants
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/// <summary>
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/// Agent movement and camera control
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/// </summary>
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public partial class AgentMovement
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{
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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(AgentManager.ControlFlags.AGENT_CONTROL_AT_POS); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_UP_POS); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_PITCH_POS); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_PITCH_NEG); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_FAST_AT); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_FAST_LEFT); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_FAST_UP); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_FLY); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_STOP); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_FINISH_ANIM); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_AWAY); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN); }
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set { SetControlFlag(AgentManager.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(AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP); }
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set { SetControlFlag(AgentManager.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.Self.AgentID;
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run.AgentData.SessionID = Client.Self.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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/// <summary>Gets or sets the interval in milliseconds at which
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/// AgentUpdate packets are sent to the current simulator. Setting
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/// this to a non-zero value will also enable the packet sending if
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/// it was previously off, and setting it to zero will disable</summary>
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public int UpdateInterval
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{
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get
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{
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return updateInterval;
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}
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set
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{
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if (value > 0)
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{
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updateTimer.Change(value, value);
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updateInterval = value;
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}
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else
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{
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updateTimer.Change(Timeout.Infinite, Timeout.Infinite);
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updateInterval = 0;
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}
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}
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}
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/// <summary>Gets or sets whether AgentUpdate packets are sent to
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/// the current simulator</summary>
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public bool UpdateEnabled
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{
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get { return (updateInterval != 0); }
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}
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/// <summary>Reset movement controls every time we send an update</summary>
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public bool AutoResetControls
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{
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get { return autoResetControls; }
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set { autoResetControls = value; }
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}
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#endregion Properties
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/// <summary>Agent camera controls</summary>
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public AgentCamera 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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/// <summary></summary>
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public LLQuaternion BodyRotation = LLQuaternion.Identity;
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/// <summary></summary>
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public LLQuaternion HeadRotation = LLQuaternion.Identity;
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#region Change tracking
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/// <summary></summary>
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private LLQuaternion LastBodyRotation;
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/// <summary></summary>
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private LLQuaternion LastHeadRotation;
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/// <summary></summary>
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private LLVector3 LastCameraCenter;
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/// <summary></summary>
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private LLVector3 LastCameraXAxis;
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/// <summary></summary>
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private LLVector3 LastCameraYAxis;
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/// <summary></summary>
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private LLVector3 LastCameraZAxis;
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/// <summary></summary>
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private float LastFar;
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#endregion Change tracking
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private bool alwaysRun;
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private SecondLife Client;
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private uint agentControls;
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private int duplicateCount;
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private AgentState lastState;
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/// <summary>Timer for sending AgentUpdate packets</summary>
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private Timer updateTimer;
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private int updateInterval;
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private bool autoResetControls = true;
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/// <summary>Default constructor</summary>
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public AgentMovement(SecondLife client)
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{
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Client = client;
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Camera = new AgentCamera();
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updateInterval = Settings.DEFAULT_AGENT_UPDATE_INTERVAL;
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updateTimer = new Timer(new TimerCallback(UpdateTimer_Elapsed), null, Settings.DEFAULT_AGENT_UPDATE_INTERVAL,
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Settings.DEFAULT_AGENT_UPDATE_INTERVAL);
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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.Position = Client.Self.SimPosition;
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Camera.LookDirection(heading);
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BodyRotation.Z = (float)Math.Sin(heading / 2.0d);
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BodyRotation.W = (float)Math.Cos(heading / 2.0d);
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HeadRotation = BodyRotation;
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SendUpdate(reliable);
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}
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/// <summary>
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/// Rotates the avatar body and camera toward a target position.
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/// This will also anchor the camera position on the avatar
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/// </summary>
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/// <param name="target">Region coordinates to turn toward</param>
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public bool TurnToward(LLVector3 target)
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{
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if (Client.Settings.SEND_AGENT_UPDATES)
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{
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LLVector3 myPos = Client.Self.SimPosition;
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LLVector3 forward = new LLVector3(1, 0, 0);
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LLVector3 offset = LLVector3.Norm(target - myPos);
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LLQuaternion newRot = LLVector3.RotBetween(forward, offset);
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BodyRotation = newRot;
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HeadRotation = newRot;
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Camera.LookAt(myPos, target);
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SendUpdate();
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return true;
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}
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else
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{
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Client.Log("Attempted TurnToward but agent updates are disabled", Helpers.LogLevel.Warning);
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return false;
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}
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}
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/// <summary>
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/// Aims at the specified position, enters mouselook, presses and
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/// releases the left mouse button, and leaves mouselook
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/// </summary>
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/// <param name="target">Target to shoot at</param>
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/// <returns></returns>
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[Obsolete("Moved to libsecondlife.Utilities")]
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public bool Shoot(LLVector3 target)
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{
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if (TurnToward(target))
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return Shoot();
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else
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return false;
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}
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/// <summary>
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/// Enters mouselook, presses and releases the left mouse button, and leaves mouselook
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/// </summary>
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/// <returns></returns>
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[Obsolete("Moved to libsecondlife.Utilities")]
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public bool Shoot()
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{
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if (Client.Settings.SEND_AGENT_UPDATES)
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{
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Mouselook = true;
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MLButtonDown = true;
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SendUpdate();
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MLButtonUp = true;
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MLButtonDown = false;
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FinishAnim = true;
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SendUpdate();
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Mouselook = false;
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MLButtonUp = false;
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FinishAnim = false;
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SendUpdate();
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return true;
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}
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else
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{
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Client.Log("Attempted Shoot but agent updates are disabled", Helpers.LogLevel.Warning);
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return false;
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}
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}
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/// <summary>
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/// Send new AgentUpdate packet to update our current camera
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/// position and rotation
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/// </summary>
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public void SendUpdate()
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{
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SendUpdate(false, Client.Network.CurrentSim);
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}
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/// <summary>
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/// Send new AgentUpdate packet to update our current camera
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/// position and rotation
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/// </summary>
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|
/// <param name="reliable">Whether to require server acknowledgement
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/// of this packet</param>
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public void SendUpdate(bool reliable)
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{
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SendUpdate(reliable, Client.Network.CurrentSim);
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}
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/// <summary>
|
|
/// Send new AgentUpdate packet to update our current camera
|
|
/// position and rotation
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|
/// </summary>
|
|
/// <param name="reliable">Whether to require server acknowledgement
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/// of this packet</param>
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/// <param name="simulator">Simulator to send the update to</param>
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public void SendUpdate(bool reliable, Simulator simulator)
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{
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LLVector3 origin = Camera.Position;
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LLVector3 xAxis = Camera.LeftAxis;
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LLVector3 yAxis = Camera.AtAxis;
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LLVector3 zAxis = Camera.UpAxis;
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// Attempted to sort these in a rough order of how often they might change
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if (agentControls == 0 &&
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yAxis == LastCameraYAxis &&
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origin == LastCameraCenter &&
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State == lastState &&
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HeadRotation == LastHeadRotation &&
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BodyRotation == LastBodyRotation &&
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xAxis == LastCameraXAxis &&
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Camera.Far == LastFar &&
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zAxis == LastCameraZAxis)
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{
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++duplicateCount;
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}
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else
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{
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duplicateCount = 0;
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}
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if (Client.Settings.CONTINUOUS_AGENT_UPDATES || duplicateCount < 10)
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{
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// Store the current state to do duplicate checking in the future
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LastHeadRotation = HeadRotation;
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LastBodyRotation = BodyRotation;
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LastCameraYAxis = yAxis;
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LastCameraCenter = origin;
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LastCameraXAxis = xAxis;
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LastCameraZAxis = zAxis;
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LastFar = Camera.Far;
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|
lastState = State;
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|
// Build the AgentUpdate packet and send it
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|
AgentUpdatePacket update = new AgentUpdatePacket();
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update.Header.Reliable = reliable;
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update.AgentData.AgentID = Client.Self.AgentID;
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update.AgentData.SessionID = Client.Self.SessionID;
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update.AgentData.HeadRotation = HeadRotation;
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update.AgentData.BodyRotation = BodyRotation;
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update.AgentData.CameraAtAxis = yAxis;
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update.AgentData.CameraCenter = origin;
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update.AgentData.CameraLeftAxis = xAxis;
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update.AgentData.CameraUpAxis = zAxis;
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update.AgentData.Far = Camera.Far;
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update.AgentData.State = (byte)State;
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update.AgentData.ControlFlags = agentControls;
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update.AgentData.Flags = (byte)Flags;
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Client.Network.SendPacket(update, simulator);
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|
if (autoResetControls) {
|
|
ResetControlFlags();
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|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Builds an AgentUpdate packet entirely from parameters. This
|
|
/// will not touch the state of Self.Movement or
|
|
/// Self.Movement.Camera in any way
|
|
/// </summary>
|
|
/// <param name="controlFlags"></param>
|
|
/// <param name="position"></param>
|
|
/// <param name="forwardAxis"></param>
|
|
/// <param name="leftAxis"></param>
|
|
/// <param name="upAxis"></param>
|
|
/// <param name="bodyRotation"></param>
|
|
/// <param name="headRotation"></param>
|
|
/// <param name="farClip"></param>
|
|
/// <param name="reliable"></param>
|
|
public void SendManualUpdate(AgentManager.ControlFlags controlFlags, LLVector3 position, LLVector3 forwardAxis,
|
|
LLVector3 leftAxis, LLVector3 upAxis, LLQuaternion bodyRotation, LLQuaternion headRotation, float farClip,
|
|
AgentFlags flags, AgentState state, bool reliable)
|
|
{
|
|
AgentUpdatePacket update = new AgentUpdatePacket();
|
|
|
|
update.AgentData.AgentID = Client.Self.AgentID;
|
|
update.AgentData.SessionID = Client.Self.SessionID;
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|
update.AgentData.BodyRotation = bodyRotation;
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update.AgentData.HeadRotation = headRotation;
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|
update.AgentData.CameraCenter = position;
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|
update.AgentData.CameraAtAxis = forwardAxis;
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|
update.AgentData.CameraLeftAxis = leftAxis;
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|
update.AgentData.CameraUpAxis = upAxis;
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|
update.AgentData.Far = farClip;
|
|
update.AgentData.ControlFlags = (uint)controlFlags;
|
|
update.AgentData.Flags = (byte)flags;
|
|
update.AgentData.State = (byte)state;
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|
|
update.Header.Reliable = reliable;
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|
|
Client.Network.SendPacket(update);
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}
|
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|
|
private bool GetControlFlag(ControlFlags flag)
|
|
{
|
|
return (agentControls & (uint)flag) != 0;
|
|
}
|
|
|
|
private void SetControlFlag(ControlFlags flag, bool value)
|
|
{
|
|
if (value) agentControls |= (uint)flag;
|
|
else agentControls &= ~((uint)flag);
|
|
}
|
|
|
|
private void ResetControlFlags()
|
|
{
|
|
// Reset all of the flags except for persistent settings like
|
|
// away, fly, mouselook, and crouching
|
|
agentControls &=
|
|
(uint)(ControlFlags.AGENT_CONTROL_AWAY |
|
|
ControlFlags.AGENT_CONTROL_FLY |
|
|
ControlFlags.AGENT_CONTROL_MOUSELOOK |
|
|
ControlFlags.AGENT_CONTROL_UP_NEG);
|
|
}
|
|
|
|
private void UpdateTimer_Elapsed(object obj)
|
|
{
|
|
if (Client.Network.Connected && Client.Settings.SEND_AGENT_UPDATES)
|
|
{
|
|
//Send an AgentUpdate packet
|
|
SendUpdate(false, Client.Network.CurrentSim);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|