public void WindlightRefreshForced(IScenePresence isp, int interpolate) { List <byte[]> ls = null; IClientAPI client = isp.ControllingClient; if (!client.IsActive) { return; } uint vflags = client.GetViewerCaps(); if ((vflags & 0x8000) != 0) { ScenePresence sp = isp as ScenePresence; ILandObject lo = m_scene.LandChannel.GetLandObject(sp.AbsolutePosition.X, sp.AbsolutePosition.Y); if (lo != null && lo.LandData != null && lo.LandData.Environment != null) { lo.SendLandUpdateToClient(client); } m_estateModule.HandleRegionInfoRequest(client); } else if ((vflags & 0x4000) != 0) { m_eventQueue.WindlightRefreshEvent(interpolate, client.AgentId); } else { if (ls == null) { ls = MakeLightShareData(); } SendLightShare(client, ls); } }
public void SendLandUpdate(ScenePresence avatar, ILandObject over) { if (avatar.IsChildAgent) return; if (over != null) { over.SendLandUpdateToClient(avatar.ControllingClient); // sl doesnt seem to send this now, as it used 2 // SendParcelOverlay(avatar.ControllingClient); } }