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author | Teravus Ovares | 2008-01-12 04:29:36 +0000 |
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committer | Teravus Ovares | 2008-01-12 04:29:36 +0000 |
commit | a3972257c82117b93eeabfa4e73ebe02273fe31c (patch) | |
tree | 5e0378723722a24075a478eb57c5561753a4b09d /OpenSim/Region/Physics/POSPlugin/POSPlugin.cs | |
parent | *ech one thing didn't save from the last commit (diff) | |
download | opensim-SC-a3972257c82117b93eeabfa4e73ebe02273fe31c.zip opensim-SC-a3972257c82117b93eeabfa4e73ebe02273fe31c.tar.gz opensim-SC-a3972257c82117b93eeabfa4e73ebe02273fe31c.tar.bz2 opensim-SC-a3972257c82117b93eeabfa4e73ebe02273fe31c.tar.xz |
* Added some of the finer control points to POS such as
** jumping
** crouching
** landing on prim
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/POSPlugin/POSPlugin.cs | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs index 1bc3490..74b319a 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs | |||
@@ -161,8 +161,13 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
161 | for (int i = 0; i < _prims.Count; ++i) | 161 | for (int i = 0; i < _prims.Count; ++i) |
162 | { | 162 | { |
163 | if (check_collision(c, _prims[i])) | 163 | if (check_collision(c, _prims[i])) |
164 | { | ||
165 | |||
164 | return true; | 166 | return true; |
167 | } | ||
168 | |||
165 | } | 169 | } |
170 | |||
166 | return false; | 171 | return false; |
167 | } | 172 | } |
168 | 173 | ||
@@ -282,10 +287,12 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
282 | { | 287 | { |
283 | character._velocity.Z = 0; | 288 | character._velocity.Z = 0; |
284 | character._target_velocity.Z = 0; | 289 | character._target_velocity.Z = 0; |
290 | ((PhysicsActor)character).IsColliding = true; | ||
285 | character.RequestPhysicsterseUpdate(); | 291 | character.RequestPhysicsterseUpdate(); |
286 | } | 292 | } |
287 | else | 293 | else |
288 | { | 294 | { |
295 | ((PhysicsActor)character).IsColliding = false; | ||
289 | character._velocity.Z = (character.Position.Z - oldposZ)/timeStep; | 296 | character._velocity.Z = (character.Position.Z - oldposZ)/timeStep; |
290 | } | 297 | } |
291 | } | 298 | } |