public void HandleAgentSit(IClientAPI remoteClient, UUID agentID, string sitAnimation)
{
SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
if (m_sitAtAutoTarget || !m_autopilotMoving)
{
if (part != null)
{
if (part.GetAvatarOnSitTarget() == UUID)
{
Vector3 sitTargetPos = part.SitTargetPosition;
Quaternion sitTargetOrient = part.SitTargetOrientation;
//Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
//Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
//Quaternion result = (sitTargetOrient * vq) * nq;
m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
m_pos += SIT_TARGET_ADJUSTMENT;
m_bodyRot = sitTargetOrient;
//Rotation = sitTargetOrient;
m_parentPosition = part.AbsolutePosition;
//SendTerseUpdateToAllClients();
}
else
{
m_pos -= part.AbsolutePosition;
m_parentPosition = part.AbsolutePosition;
}
}
else
{
return;
}
}
m_parentID = m_requestedSitTargetID;
Velocity = Vector3.Zero;
RemoveFromPhysicalScene();
Animator.TrySetMovementAnimation(sitAnimation);
SendFullUpdateToAllClients();
// This may seem stupid, but Our Full updates don't send avatar rotation :P
// So we're also sending a terse update (which has avatar rotation)
// [Update] We do now.
//SendTerseUpdateToAllClients();
}