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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs37
1 files changed, 19 insertions, 18 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index f2aa0c5..cda438f 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1841,32 +1841,28 @@ namespace OpenSim.Region.Framework.Scenes
1841 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || 1841 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
1842 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 1842 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
1843 1843
1844
1845 //m_log.Debug("[CONTROL]: " +flags); 1844 //m_log.Debug("[CONTROL]: " +flags);
1846 // Applies a satisfying roll effect to the avatar when flying. 1845 // Applies a satisfying roll effect to the avatar when flying.
1847 if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0) && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)) 1846 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0 && (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)
1848 { 1847 {
1849 1848 ApplyFlyingRoll(
1850 ApplyFlyingRoll(FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)); 1849 FLY_ROLL_RADIANS_PER_UPDATE,
1851 1850 (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0,
1852 1851 (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0);
1853 } 1852 }
1854 else if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0) && 1853 else if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0 &&
1855 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)) 1854 (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
1856 { 1855 {
1857 ApplyFlyingRoll(-FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)); 1856 ApplyFlyingRoll(
1858 1857 -FLY_ROLL_RADIANS_PER_UPDATE,
1859 1858 (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0,
1859 (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0);
1860 } 1860 }
1861 else 1861 else
1862 { 1862 {
1863 if (m_AngularVelocity.Z != 0) 1863 if (m_AngularVelocity.Z != 0)
1864 m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); 1864 m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE);
1865 1865 }
1866 }
1867
1868
1869
1870 1866
1871 if (Flying && IsColliding && controlland) 1867 if (Flying && IsColliding && controlland)
1872 { 1868 {
@@ -2584,7 +2580,8 @@ namespace OpenSim.Region.Framework.Scenes
2584 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2580 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2585 public void AddNewMovement(Vector3 vec) 2581 public void AddNewMovement(Vector3 vec)
2586 { 2582 {
2587// m_log.DebugFormat("[SCENE PRESENCE]: Adding new movement {0} for {1}", vec, Name); 2583// m_log.DebugFormat(
2584// "[SCENE PRESENCE]: Adding new movement {0} with rotation {1} for {2}", vec, Rotation, Name);
2588 2585
2589 Vector3 direc = vec * Rotation; 2586 Vector3 direc = vec * Rotation;
2590 direc.Normalize(); 2587 direc.Normalize();
@@ -2604,6 +2601,8 @@ namespace OpenSim.Region.Framework.Scenes
2604 2601
2605 direc *= 0.03f * 128f * SpeedModifier; 2602 direc *= 0.03f * 128f * SpeedModifier;
2606 2603
2604// m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name);
2605
2607 if (PhysicsActor != null) 2606 if (PhysicsActor != null)
2608 { 2607 {
2609 if (Flying) 2608 if (Flying)
@@ -2637,6 +2636,8 @@ namespace OpenSim.Region.Framework.Scenes
2637 } 2636 }
2638 } 2637 }
2639 2638
2639// m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name);
2640
2640 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2641 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2641 m_forceToApply = direc; 2642 m_forceToApply = direc;
2642 Animator.UpdateMovementAnimations(); 2643 Animator.UpdateMovementAnimations();