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authorDan Lake2011-12-12 02:43:38 -0800
committerDan Lake2011-12-12 02:43:38 -0800
commitc34ab0ee669f674b29d863267e64104b1a3437ef (patch)
tree3ec315180616a056578f735f61d6311414603aeb /OpenSim/Region/Framework/Scenes/Scene.cs
parentMerge branch 'master' of ssh://opensimulator.org/var/git/opensim (diff)
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Cleaned up ScenePresence parameters for Flying, WasFlying, FlyingOld and IsColliding
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs8
1 files changed, 4 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 85debc4..4ab6fe4 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -5083,7 +5083,7 @@ namespace OpenSim.Region.Framework.Scenes
5083 presence.AbsolutePosition = presence.MoveToPositionTarget; 5083 presence.AbsolutePosition = presence.MoveToPositionTarget;
5084 presence.ResetMoveToTarget(); 5084 presence.ResetMoveToTarget();
5085 5085
5086 if (presence.PhysicsActor.Flying) 5086 if (presence.Flying)
5087 { 5087 {
5088 // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot 5088 // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot
5089 // the target if flying. 5089 // the target if flying.
@@ -5091,16 +5091,16 @@ namespace OpenSim.Region.Framework.Scenes
5091 // least be able to set collision status once, rather than 5 times to give it enough 5091 // least be able to set collision status once, rather than 5 times to give it enough
5092 // weighting so that that PhysicsActor thinks it really is colliding. 5092 // weighting so that that PhysicsActor thinks it really is colliding.
5093 for (int i = 0; i < 5; i++) 5093 for (int i = 0; i < 5; i++)
5094 presence.PhysicsActor.IsColliding = true; 5094 presence.IsColliding = true;
5095 5095
5096 if (presence.LandAtTarget) 5096 if (presence.LandAtTarget)
5097 presence.PhysicsActor.Flying = false; 5097 presence.Flying = false;
5098 5098
5099// Vector3 targetPos = presence.MoveToPositionTarget; 5099// Vector3 targetPos = presence.MoveToPositionTarget;
5100// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; 5100// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
5101// if (targetPos.Z - terrainHeight < 0.2) 5101// if (targetPos.Z - terrainHeight < 0.2)
5102// { 5102// {
5103// presence.PhysicsActor.Flying = false; 5103// presence.Flying = false;
5104// } 5104// }
5105 } 5105 }
5106 5106