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author | Justin Clark-Casey (justincc) | 2013-11-30 01:44:30 +0000 |
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committer | Justin Clark-Casey (justincc) | 2013-11-30 01:44:30 +0000 |
commit | 4cde02a2a36dd7f6afce49e5e6db78af021ab14b (patch) | |
tree | 531062a5641e071376d01f99a6b91df63ccd3bce /OpenSim/Region/Framework/Scenes/Animation | |
parent | Remove nudgehack from SP.HandleAgentUpdate by making MovementFlag a uint rath... (diff) | |
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Implement most effects of AGENT_CONTROL_STOP
AGENT_CONTROL_STOP is specified to SP.HandleAgentUpdate if the user holds down the space bar on a viewer.
For a stopped avatar, this prevents fly or walk/run (though not rotate) until released.
For a walking/running avatar, this reduces movement to half speed.
For a flying avatar, this stops the avatar.
These are observed behaviours on the LL grid - there was no previous OpenSimulator implementation
This commit introduces an optional parameter to SP.AddNewMovement(), which means that it will no longer compile on .NET 3.5 or earlier versions of Mono than 2.8
Currently, this does not work for jumping, and if used whilst flying the avatar continues the fly animation even though it does not move
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Animation')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | 17 |
1 files changed, 13 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index 3b5a5bd..5beee73 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | |||
@@ -403,11 +403,18 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
403 | Falling = false; | 403 | Falling = false; |
404 | // Walking / crouchwalking / running | 404 | // Walking / crouchwalking / running |
405 | if (move.Z < 0f) | 405 | if (move.Z < 0f) |
406 | { | ||
406 | return "CROUCHWALK"; | 407 | return "CROUCHWALK"; |
407 | else if (m_scenePresence.SetAlwaysRun) | 408 | } |
408 | return "RUN"; | 409 | // We need to prevent these animations if the user tries to make their avatar walk or run whilst |
409 | else | 410 | // specifying AGENT_CONTROL_STOP (pressing down space on viewers). |
410 | return "WALK"; | 411 | else if (!m_scenePresence.AgentControlStopActive) |
412 | { | ||
413 | if (m_scenePresence.SetAlwaysRun) | ||
414 | return "RUN"; | ||
415 | else | ||
416 | return "WALK"; | ||
417 | } | ||
411 | } | 418 | } |
412 | else if (!m_jumping) | 419 | else if (!m_jumping) |
413 | { | 420 | { |
@@ -435,6 +442,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
435 | /// <returns>'true' if the animation was changed</returns> | 442 | /// <returns>'true' if the animation was changed</returns> |
436 | public bool UpdateMovementAnimations() | 443 | public bool UpdateMovementAnimations() |
437 | { | 444 | { |
445 | // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Updating movement animations for {0}", m_scenePresence.Name); | ||
446 | |||
438 | bool ret = false; | 447 | bool ret = false; |
439 | lock (m_animations) | 448 | lock (m_animations) |
440 | { | 449 | { |