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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs34
1 files changed, 27 insertions, 7 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 98a3b29..24c809b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -464,16 +464,36 @@ namespace OpenSim.Region.Framework.Scenes
464// if (actor != null) 464// if (actor != null)
465 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting! 465 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
466 m_pos = actor.Position; 466 m_pos = actor.Position;
467 467 else
468 // If we're sitting, we need to update our position
469 if (m_parentID != 0)
470 { 468 {
471 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 469 // Obtain the correct position of a seated avatar.
472 if (part != null) 470 // In addition to providing the correct position while
473 m_parentPosition = part.AbsolutePosition; 471 // the avatar is seated, this value will also
472 // be used as the location to unsit to.
473 //
474 // If m_parentID is not 0, assume we are a seated avatar
475 // and we should return the position based on the sittarget
476 // offset and rotation of the prim we are seated on.
477 //
478 // Generally, m_pos will contain the position of the avatar
479 // in the sim unless the avatar is on a sit target. While
480 // on a sit target, m_pos will contain the desired offset
481 // without the parent rotation applied.
482 if (m_parentID != 0)
483 {
484 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
485 if (part != null)
486 {
487 return m_parentPosition + (m_pos * part.GetWorldRotation());
488 }
489 else
490 {
491 return m_parentPosition + m_pos;
492 }
493 }
474 } 494 }
475 495
476 return m_parentPosition + m_pos; 496 return m_pos;
477 } 497 }
478 set 498 set
479 { 499 {