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authorMelanie2011-11-05 20:39:43 +0000
committerMelanie2011-11-05 20:39:43 +0000
commitcc8e693fb9c00b24ccdde586324bbcc30ac218e6 (patch)
tree23931e4b3c879606442e98cca57681402605c941 /OpenSim/Region/Framework
parentSome trivial changes to get closer to core (diff)
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Remove unused and broken OffsetRotation from ScenePresence
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs33
1 files changed, 4 insertions, 29 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 86e557e..19e6a20 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -199,7 +199,6 @@ namespace OpenSim.Region.Framework.Scenes
199 //PauPaw:Proper PID Controler for autopilot************ 199 //PauPaw:Proper PID Controler for autopilot************
200 public bool MovingToTarget { get; private set; } 200 public bool MovingToTarget { get; private set; }
201 public Vector3 MoveToPositionTarget { get; private set; } 201 public Vector3 MoveToPositionTarget { get; private set; }
202 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
203 202
204 /// <summary> 203 /// <summary>
205 /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying). 204 /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying).
@@ -612,39 +611,15 @@ namespace OpenSim.Region.Framework.Scenes
612 } 611 }
613 } 612 }
614 613
615 public Quaternion OffsetRotation
616 {
617 get { return m_offsetRotation; }
618 set { m_offsetRotation = value; }
619 }
620 private Quaternion m_bodyRot = Quaternion.Identity; 614 private Quaternion m_bodyRot = Quaternion.Identity;
621 615
622 public Quaternion Rotation 616 public Quaternion Rotation
623 { 617 {
624 get { 618 get { return m_bodyRot; }
625 if (m_parentID != 0) 619 set
626 { 620 {
627 if (m_offsetRotation != null)
628 {
629 return m_offsetRotation;
630 }
631 else
632 {
633 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
634 }
635
636 }
637 else
638 {
639 return m_bodyRot;
640 }
641 }
642 set {
643 m_bodyRot = value; 621 m_bodyRot = value;
644 if (m_parentID != 0) 622// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot);
645 {
646 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
647 }
648 } 623 }
649 } 624 }
650 625