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-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs4
2 files changed, 12 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 0a34a4c..ddae073 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -212,9 +212,15 @@ namespace OpenSim.Region.Framework.Scenes
212 } 212 }
213 213
214 // Use the camera position for local agents and avatar position for remote agents 214 // Use the camera position for local agents and avatar position for remote agents
215 Vector3 presencePos = (presence.IsChildAgent) ? 215 // Why would I want that? They could be camming but I still see them at the
216 presence.AbsolutePosition : 216 // avatar position, so why should I update them as if they were at their
217 presence.CameraPosition; 217 // camera positions? Makes no sense!
218 // TODO: Fix this mess
219 //Vector3 presencePos = (presence.IsChildAgent) ?
220 // presence.AbsolutePosition :
221 // presence.CameraPosition;
222
223 Vector3 presencePos = presence.AbsolutePosition;
218 224
219 // Compute the distance... 225 // Compute the distance...
220 double distance = Vector3.Distance(presencePos, entityPos); 226 double distance = Vector3.Distance(presencePos, entityPos);
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 89df0ce..cdabd45 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1952,7 +1952,9 @@ namespace OpenSim.Region.Framework.Scenes
1952 1952
1953// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); 1953// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1954// ParentPosition = Vector3.Zero; 1954// ParentPosition = Vector3.Zero;
1955 m_pos += part.GetWorldPosition() + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); 1955 m_pos = part.AbsolutePosition + (m_pos * part.GetWorldRotation()) + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1956 if (part.SitTargetAvatar == UUID)
1957 m_bodyRot = part.GetWorldRotation() * part.SitTargetOrientation;
1956 1958
1957 ParentID = 0; 1959 ParentID = 0;
1958 ParentPart = null; 1960 ParentPart = null;