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authorMelanie2011-11-05 20:17:02 +0000
committerMelanie2011-11-05 20:17:02 +0000
commit1a6b2a6429639a411c86065379341f8e452ff10a (patch)
treeab33abd276158f8e0aed5b3cd2295f42e2fd6fff /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentReplace our patched up, broken an rebroken sit code with the code from (diff)
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Change comment formatting to match core for a cleaner diff
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs46
1 files changed, 23 insertions, 23 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 64b2ddb..d730bbf 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1681,21 +1681,21 @@ namespace OpenSim.Region.Framework.Scenes
1681 // which occurs later in the main scene loop 1681 // which occurs later in the main scene loop
1682 if (update_movementflag || (update_rotation && DCFlagKeyPressed)) 1682 if (update_movementflag || (update_rotation && DCFlagKeyPressed))
1683 { 1683 {
1684 // m_log.DebugFormat( 1684// m_log.DebugFormat(
1685 // "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}", 1685// "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}",
1686 // m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation); 1686// m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation);
1687 1687
1688 AddNewMovement(agent_control_v3); 1688 AddNewMovement(agent_control_v3);
1689 } 1689 }
1690 // else 1690// else
1691 // { 1691// {
1692 // if (!update_movementflag) 1692// if (!update_movementflag)
1693 // { 1693// {
1694 // m_log.DebugFormat( 1694// m_log.DebugFormat(
1695 // "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false", 1695// "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false",
1696 // m_scene.RegionInfo.RegionName, agent_control_v3, Name); 1696// m_scene.RegionInfo.RegionName, agent_control_v3, Name);
1697 // } 1697// }
1698 // } 1698// }
1699 1699
1700 if (update_movementflag && ParentID == 0) 1700 if (update_movementflag && ParentID == 0)
1701 Animator.UpdateMovementAnimations(); 1701 Animator.UpdateMovementAnimations();
@@ -1714,20 +1714,20 @@ namespace OpenSim.Region.Framework.Scenes
1714 /// <returns>True if movement has been updated in some way. False otherwise.</returns> 1714 /// <returns>True if movement has been updated in some way. False otherwise.</returns>
1715 public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3) 1715 public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3)
1716 { 1716 {
1717 // m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); 1717// m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name);
1718 1718
1719 bool updated = false; 1719 bool updated = false;
1720 1720
1721 // m_log.DebugFormat( 1721// m_log.DebugFormat(
1722 // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", 1722// "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}",
1723 // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); 1723// allowUpdate, m_moveToPositionInProgress, m_autopilotMoving);
1724 1724
1725 if (!m_autopilotMoving) 1725 if (!m_autopilotMoving)
1726 { 1726 {
1727 double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget); 1727 double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget);
1728 // m_log.DebugFormat( 1728// m_log.DebugFormat(
1729 // "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", 1729// "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}",
1730 // Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget); 1730// Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget);
1731 1731
1732 // Check the error term of the current position in relation to the target position 1732 // Check the error term of the current position in relation to the target position
1733 if (distanceToTarget <= 1) 1733 if (distanceToTarget <= 1)
@@ -1750,7 +1750,7 @@ namespace OpenSim.Region.Framework.Scenes
1750 (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords 1750 (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
1751 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords 1751 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords
1752 // Ignore z component of vector 1752 // Ignore z component of vector
1753 // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1753// Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1754 LocalVectorToTarget3D.Normalize(); 1754 LocalVectorToTarget3D.Normalize();
1755 1755
1756 // update avatar movement flags. the avatar coordinate system is as follows: 1756 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1816,9 +1816,9 @@ namespace OpenSim.Region.Framework.Scenes
1816 updated = true; 1816 updated = true;
1817 } 1817 }
1818 1818
1819 // m_log.DebugFormat( 1819// m_log.DebugFormat(
1820 // "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}", 1820// "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}",
1821 // LocalVectorToTarget3D, agent_control_v3, Name); 1821// LocalVectorToTarget3D, agent_control_v3, Name);
1822 1822
1823 agent_control_v3 += LocalVectorToTarget3D; 1823 agent_control_v3 += LocalVectorToTarget3D;
1824 } 1824 }