Aurora.ScriptEngine.AuroraDotNetEngine.APIs.LSL_Api.llGetAgentInfo C# (CSharp) Method

llGetAgentInfo() public method

Fully implemented
public llGetAgentInfo ( string id ) : Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.LSLInteger
id string
return Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.LSLInteger
        public LSL_Integer llGetAgentInfo(string id)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID)) return 0;


            UUID key = new UUID();
            if (!UUID.TryParse(id, out key))
            {
                return 0;
            }

            int flags = 0;

            IScenePresence agent = World.GetScenePresence(key);
            if (agent == null)
            {
                return 0;
            }

            if (agent.IsChildAgent)
                return 0; // Fail if they are not in the same region

            // note: in OpenSim, sitting seems to cancel AGENT_ALWAYS_RUN, unlike SL
            if (agent.SetAlwaysRun)
            {
                flags |= ScriptBaseClass.AGENT_ALWAYS_RUN;
            }
            IAttachmentsModule attachMod = World.RequestModuleInterface<IAttachmentsModule>();
            if (attachMod != null)
            {
                ISceneEntity[] att = attachMod.GetAttachmentsForAvatar(agent.UUID);
                if (att.Length > 0)
                {
                    flags |= ScriptBaseClass.AGENT_ATTACHMENTS;
#if (!ISWIN)
                    foreach (ISceneEntity gobj in att)
                    {
                        if (gobj != null)
                        {
                            if (gobj.RootChild.Inventory.ContainsScripts())
                            {
                                flags |= ScriptBaseClass.AGENT_SCRIPTED;
                                break;
                            }
                        }
                    }
#else
                    if (att.Where(gobj => gobj != null).Any(gobj => gobj.RootChild.Inventory.ContainsScripts()))
                    {
                        flags |= ScriptBaseClass.AGENT_SCRIPTED;
                    }
#endif
                }
            }

            if ((agent.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0)
            {
                flags |= ScriptBaseClass.AGENT_FLYING;
                flags |= ScriptBaseClass.AGENT_IN_AIR; // flying always implies in-air, even if colliding with e.g. a wall
            }

            if ((agent.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AWAY) != 0)
            {
                flags |= ScriptBaseClass.AGENT_AWAY;
            }

            // seems to get unset, even if in mouselook, when avatar is sitting on a prim???
            if ((agent.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0)
            {
                flags |= ScriptBaseClass.AGENT_MOUSELOOK;
            }

            if ((agent.State & (byte)AgentState.Typing) != 0)
            {
                flags |= ScriptBaseClass.AGENT_TYPING;
            }

            if (agent.IsBusy)
            {
                flags |= ScriptBaseClass.AGENT_BUSY;
            }

            string agentMovementAnimation = agent.Animator.CurrentMovementAnimation;

            if (agentMovementAnimation == "CROUCH")
            {
                flags |= ScriptBaseClass.AGENT_CROUCHING;
            }

            if (agentMovementAnimation == "WALK" || agentMovementAnimation == "CROUCHWALK")
            {
                flags |= ScriptBaseClass.AGENT_WALKING;
            }

            // not colliding implies in air. Note: flying also implies in-air, even if colliding (see above)

            // note: AGENT_IN_AIR and AGENT_WALKING seem to be mutually exclusive states in SL.

            // note: this may need some tweaking when walking downhill. you "fall down" for a brief instant
            // and don't collide when walking downhill, which instantly registers as in-air, briefly. should
            // there be some minimum non-collision threshold time before claiming the avatar is in-air?
            if ((flags & ScriptBaseClass.AGENT_WALKING) == 0 &&
                agent.PhysicsActor != null &&
                !agent.PhysicsActor.IsColliding)
            {
                flags |= ScriptBaseClass.AGENT_IN_AIR;
            }

            if (agent.ParentID != UUID.Zero)
            {
                flags |= ScriptBaseClass.AGENT_ON_OBJECT;
                flags |= ScriptBaseClass.AGENT_SITTING;
            }

            if (agent.Animator.Animations.DefaultAnimation.AnimID
               == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
            {
                flags |= ScriptBaseClass.AGENT_SITTING;
            }

            return flags;
        }
LSL_Api