diff options
Diffstat (limited to 'indra/newview/llagent.h')
-rw-r--r-- | indra/newview/llagent.h | 18 |
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 |