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authorMelanie2010-11-27 01:28:02 +0000
committerMelanie2010-11-27 01:28:02 +0000
commit63e2c3b2d66b5800fa77be76d4a7d47e1bf4a66f (patch)
tree676ed0ce1a7c5d95e468836e8c4241860dda795c /OpenSim/Region
parentllUnsit 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')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs45
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 {