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-rw-r--r--indra/newview/llagent.h18
1 files changed, 8 insertions, 10 deletions
diff --git a/indra/newview/llagent.h b/indra/newview/llagent.h
index 3ac7699301..2857a2cc47 100644
--- a/indra/newview/llagent.h
+++ b/indra/newview/llagent.h
@@ -270,6 +270,7 @@ public:
private:
LLFrameTimer mFidgetTimer;
LLFrameTimer mFocusObjectFadeTimer;
+ LLFrameTimer mMoveTimer;
F32 mNextFidgetTime;
S32 mCurrentFidget;
@@ -345,6 +346,7 @@ public:
private:
bool mbAlwaysRun; // Should the avatar run by default rather than walk?
bool mbRunning; // Is the avatar trying to run right now?
+ bool mbTeleportKeepsLookAt; // Try to keep look-at after teleport is complete
//--------------------------------------------------------------------
// Sit and stand
@@ -365,14 +367,6 @@ private:
BOOL mIsBusy;
//--------------------------------------------------------------------
- // Jump
- //--------------------------------------------------------------------
-public:
- BOOL getJump() const { return mbJump; }
-private:
- BOOL mbJump;
-
- //--------------------------------------------------------------------
// Grab
//--------------------------------------------------------------------
public:
@@ -512,7 +506,8 @@ public:
TELEPORT_REQUESTED = 2, // Waiting for source simulator to respond
TELEPORT_MOVING = 3, // Viewer has received destination location from source simulator
TELEPORT_START_ARRIVAL = 4, // Transition to ARRIVING. Viewer has received avatar update, etc., from destination simulator
- TELEPORT_ARRIVING = 5 // Make the user wait while content "pre-caches"
+ TELEPORT_ARRIVING = 5, // Make the user wait while content "pre-caches"
+ TELEPORT_LOCAL = 6 // Teleporting in-sim without showing the progress screen
};
public:
@@ -530,12 +525,15 @@ private:
//--------------------------------------------------------------------
public:
void teleportRequest(const U64& region_handle,
- const LLVector3& pos_local); // Go to a named location home
+ const LLVector3& pos_local, // Go to a named location home
+ bool look_at_from_camera = false);
void teleportViaLandmark(const LLUUID& landmark_id); // Teleport to a landmark
void teleportHome() { teleportViaLandmark(LLUUID::null); } // Go home
void teleportViaLure(const LLUUID& lure_id, BOOL godlike); // To an invited location
void teleportViaLocation(const LLVector3d& pos_global); // To a global location - this will probably need to be deprecated
+ void teleportViaLocationLookAt(const LLVector3d& pos_global);// To a global location, preserving camera rotation
void teleportCancel(); // May or may not be allowed by server
+ bool getTeleportKeepsLookAt() { return mbTeleportKeepsLookAt; } // Whether look-at reset after teleport
protected:
bool teleportCore(bool is_local = false); // Stuff for all teleports; returns true if the teleport can proceed