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authorTeravus Ovares2008-01-12 04:29:36 +0000
committerTeravus Ovares2008-01-12 04:29:36 +0000
commita3972257c82117b93eeabfa4e73ebe02273fe31c (patch)
tree5e0378723722a24075a478eb57c5561753a4b09d
parent*ech one thing didn't save from the last commit (diff)
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* Added some of the finer control points to POS such as
** jumping ** crouching ** landing on prim
-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs5
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPlugin.cs7
2 files changed, 12 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index a8042d4..fd2b268 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -746,6 +746,11 @@ namespace OpenSim.Region.Environment.Scenes
746 // Are the collision requirements fulfilled? 746 // Are the collision requirements fulfilled?
747 bool colliding = (m_physicsActor.IsColliding == true); 747 bool colliding = (m_physicsActor.IsColliding == true);
748 748
749 if (colliding)
750 {
751 float tree = 192932923f;
752 }
753
749 if (m_physicsActor.Flying && colliding && controlland) 754 if (m_physicsActor.Flying && colliding && controlland)
750 { 755 {
751 StopFlying(); 756 StopFlying();
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
index 1bc3490..74b319a 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
@@ -161,8 +161,13 @@ namespace OpenSim.Region.Physics.POSPlugin
161 for (int i = 0; i < _prims.Count; ++i) 161 for (int i = 0; i < _prims.Count; ++i)
162 { 162 {
163 if (check_collision(c, _prims[i])) 163 if (check_collision(c, _prims[i]))
164 {
165
164 return true; 166 return true;
167 }
168
165 } 169 }
170
166 return false; 171 return false;
167 } 172 }
168 173
@@ -282,10 +287,12 @@ namespace OpenSim.Region.Physics.POSPlugin
282 { 287 {
283 character._velocity.Z = 0; 288 character._velocity.Z = 0;
284 character._target_velocity.Z = 0; 289 character._target_velocity.Z = 0;
290 ((PhysicsActor)character).IsColliding = true;
285 character.RequestPhysicsterseUpdate(); 291 character.RequestPhysicsterseUpdate();
286 } 292 }
287 else 293 else
288 { 294 {
295 ((PhysicsActor)character).IsColliding = false;
289 character._velocity.Z = (character.Position.Z - oldposZ)/timeStep; 296 character._velocity.Z = (character.Position.Z - oldposZ)/timeStep;
290 } 297 }
291 } 298 }