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authorUbitUmarov2014-10-04 07:49:05 +0100
committerUbitUmarov2014-10-04 07:49:05 +0100
commit6f149ef6aed517d3fb29598ce006ab4e9876be28 (patch)
tree1018abb38fdf5265c21ded2c534f9e4559de3ea2 /OpenSim/Region/Framework
parentbug fix: revert back check on creating link (diff)
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bug fix: leave jumping state only to landing, without fallback into
onsurface, etc
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs24
1 files changed, 12 insertions, 12 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 2d1b0df..ade908d 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -307,15 +307,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
307 ); 307 );
308 308
309 // Check control flags 309 // Check control flags
310/* not in use 310 /* not in use
311 bool heldForward = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)) != 0); 311 bool heldForward = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)) != 0);
312 bool heldBack = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG)) != 0); 312 bool heldBack = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG)) != 0);
313 bool heldLeft = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS)) != 0); 313 bool heldLeft = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS)) != 0);
314 bool heldRight = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG)) != 0); 314 bool heldRight = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG)) != 0);
315*/ 315 */
316 bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 316 bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
317 bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 317 bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
318// bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS)) != 0); 318 // bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS)) != 0);
319 // excluded nudge up so it doesn't trigger jump state 319 // excluded nudge up so it doesn't trigger jump state
320 bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS)) != 0); 320 bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS)) != 0);
321 bool heldDown = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG)) != 0); 321 bool heldDown = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG)) != 0);
@@ -328,7 +328,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
328 heldTurnLeft = false; 328 heldTurnLeft = false;
329 heldTurnRight = false; 329 heldTurnRight = false;
330 } 330 }
331 331
332 #endregion Inputs 332 #endregion Inputs
333 333
334 // no physics actor case 334 // no physics actor case
@@ -432,7 +432,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
432 #region Jumping // section added for jumping... 432 #region Jumping // section added for jumping...
433 433
434 if (isColliding && heldUp && currentControlState != motionControlStates.jumping) 434 if (isColliding && heldUp && currentControlState != motionControlStates.jumping)
435 { 435 {
436 // Start jumping, prejump 436 // Start jumping, prejump
437 currentControlState = motionControlStates.jumping; 437 currentControlState = motionControlStates.jumping;
438 m_jumping = true; 438 m_jumping = true;
@@ -465,6 +465,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
465 m_jumping = true; 465 m_jumping = true;
466 return "JUMP"; 466 return "JUMP";
467 } 467 }
468 return CurrentMovementAnimation;
468 } 469 }
469 470
470 #endregion Jumping 471 #endregion Jumping
@@ -508,7 +509,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
508 } 509 }
509 } 510 }
510 511
511
512 // next section moved outside paren. and realigned for jumping 512 // next section moved outside paren. and realigned for jumping
513 513
514 if (heldOnXY) 514 if (heldOnXY)
@@ -530,12 +530,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
530 return "WALK"; 530 return "WALK";
531 } 531 }
532 } 532 }
533 else if (!m_jumping) 533 else
534 { 534 {
535 currentControlState = motionControlStates.onsurface; 535 currentControlState = motionControlStates.onsurface;
536 Falling = false; 536 Falling = false;
537 // Not walking 537 // Not walking
538 if(heldDown) 538 if (heldDown)
539 return "CROUCH"; 539 return "CROUCH";
540 else if (heldTurnLeft) 540 else if (heldTurnLeft)
541 return "TURNLEFT"; 541 return "TURNLEFT";