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author | Melanie | 2010-11-27 01:28:02 +0000 |
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committer | Melanie | 2010-11-27 01:28:02 +0000 |
commit | 63e2c3b2d66b5800fa77be76d4a7d47e1bf4a66f (patch) | |
tree | 676ed0ce1a7c5d95e468836e8c4241860dda795c /OpenSim/Region/Framework/Scenes/ScenePresence.cs | |
parent | llUnsit position fix 4063 (updated 11-20-2010) (diff) | |
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Reformat an overzealous comment. Remove end of line marks and reference to the
Mantis solved, as that isn't needed to understand the code. Reformat the
comment for 80 col screens.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 45 |
1 files changed, 24 insertions, 21 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index d4b4e0a..82214bf 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -445,33 +445,36 @@ namespace OpenSim.Region.Framework.Scenes | |||
445 | PhysicsActor actor = m_physicsActor; | 445 | PhysicsActor actor = m_physicsActor; |
446 | if (actor != null) | 446 | if (actor != null) |
447 | m_pos = actor.Position; | 447 | m_pos = actor.Position; |
448 | else // OS Mantis #4063 | 448 | else |
449 | { // OS Mantis #4063 | 449 | { |
450 | // OpenSim Mantis #4063. Obtain the correct position of a seated avatar. In addition | 450 | // Obtain the correct position of a seated avatar. |
451 | // to providing the correct position while the avatar is seated, this value will also | 451 | // In addition to providing the correct position while |
452 | // the avatar is seated, this value will also | ||
452 | // be used as the location to unsit to. | 453 | // be used as the location to unsit to. |
453 | // | 454 | // |
454 | // If m_parentID is not 0, assume we are a seated avatar and we should return the | 455 | // If m_parentID is not 0, assume we are a seated avatar |
455 | // position based on the sittarget offset and rotation of the prim we are seated on. | 456 | // and we should return the position based on the sittarget |
457 | // offset and rotation of the prim we are seated on. | ||
456 | // | 458 | // |
457 | // Generally, m_pos will contain the position of the avator in the sim unless the avatar | 459 | // Generally, m_pos will contain the position of the avatar |
458 | // is on a sit target. While on a sit target, m_pos will contain the desired offset | 460 | // in the sim unless the avatar is on a sit target. While |
461 | // on a sit target, m_pos will contain the desired offset | ||
459 | // without the parent rotation applied. | 462 | // without the parent rotation applied. |
460 | if (m_parentID != 0) // OS Mantis #4063 | 463 | if (m_parentID != 0) |
461 | { | 464 | { |
462 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); // OS Mantis #4063 | 465 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); |
463 | if (part != null) // OS Mantis #4063 | 466 | if (part != null) |
464 | { // OS Mantis #4064 | 467 | { |
465 | return m_parentPosition + (m_pos * part.GetWorldRotation()); // OS Mantis #4063 | 468 | return m_parentPosition + (m_pos * part.GetWorldRotation()); |
466 | } | 469 | } |
467 | else // OS Mantis #4064 | 470 | else |
468 | { // OS Mantis #4063 | 471 | { |
469 | return m_parentPosition + m_pos; // OS Mantis #4064 | 472 | return m_parentPosition + m_pos; |
470 | } // OS Mantis #4063 | 473 | } |
471 | } // OS Mantis #4063 | 474 | } |
472 | } // OS Mantis #4063 | 475 | } |
473 | 476 | ||
474 | return m_pos; // OS Mantis #4063 | 477 | return m_pos; |
475 | } | 478 | } |
476 | set | 479 | set |
477 | { | 480 | { |