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authoridb2009-04-19 12:28:29 +0000
committeridb2009-04-19 12:28:29 +0000
commit716e1fe0e149129dad9fd05de3aee6f2de6e1dfe (patch)
tree647450aa3906592460197ad5a7344363d43d15ed
parent* Rudimentary angular motor implementation for the LSL Vehicle API (diff)
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Keep IsColliding updated for the recent changes in ScenePresence so that walk/stand animations will get used instead of just falling
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs3
1 files changed, 3 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
index 284837b..e7902bf 100644
--- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
@@ -164,16 +164,19 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
164 { 164 {
165 actor.Position.Z = height; 165 actor.Position.Z = height;
166 actor.Velocity.Z = 0; 166 actor.Velocity.Z = 0;
167 actor.IsColliding = true;
167 } 168 }
168 else 169 else
169 { 170 {
170 actor.Position.Z += actor.Velocity.Z*timeStep; 171 actor.Position.Z += actor.Velocity.Z*timeStep;
172 actor.IsColliding = false;
171 } 173 }
172 } 174 }
173 else 175 else
174 { 176 {
175 actor.Position.Z = height; 177 actor.Position.Z = height;
176 actor.Velocity.Z = 0; 178 actor.Velocity.Z = 0;
179 actor.IsColliding = true;
177 } 180 }
178 } 181 }
179 return fps; 182 return fps;