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path: root/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs8
1 files changed, 4 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 3884a5d..192bcb5 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -126,9 +126,9 @@ public sealed class BSCharacter : BSPhysObject
126 DetailLog("{0},BSCharacter.Destroy", LocalID); 126 DetailLog("{0},BSCharacter.Destroy", LocalID);
127 PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() 127 PhysicsScene.TaintedObject("BSCharacter.destroy", delegate()
128 { 128 {
129 PhysicsScene.Shapes.DereferenceBody(PhysBody, true /* inTaintTime */, null /* bodyCallback */); 129 PhysicsScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */);
130 PhysBody.Clear(); 130 PhysBody.Clear();
131 PhysicsScene.Shapes.DereferenceShape(PhysShape, true /* inTaintTime */, null /* bodyCallback */); 131 PhysicsScene.Shapes.DereferenceShape(PhysShape, null /* bodyCallback */);
132 PhysShape.Clear(); 132 PhysShape.Clear();
133 }); 133 });
134 } 134 }
@@ -557,11 +557,12 @@ public sealed class BSCharacter : BSPhysObject
557 { 557 {
558 get 558 get
559 { 559 {
560 return _velocityMotor.TargetValue; 560 return m_targetVelocity;
561 } 561 }
562 set 562 set
563 { 563 {
564 DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value); 564 DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value);
565 m_targetVelocity = value;
565 OMV.Vector3 targetVel = value; 566 OMV.Vector3 targetVel = value;
566 if (_setAlwaysRun) 567 if (_setAlwaysRun)
567 targetVel *= BSParam.AvatarAlwaysRunFactor; 568 targetVel *= BSParam.AvatarAlwaysRunFactor;
@@ -591,7 +592,6 @@ public sealed class BSCharacter : BSPhysObject
591 _velocityMotor.Reset(); 592 _velocityMotor.Reset();
592 _velocityMotor.SetCurrent(_velocity); 593 _velocityMotor.SetCurrent(_velocity);
593 _velocityMotor.SetTarget(_velocity); 594 _velocityMotor.SetTarget(_velocity);
594 // Even though the motor is initialized, it's not used and the velocity goes straight into the avatar.
595 _velocityMotor.Enabled = false; 595 _velocityMotor.Enabled = false;
596 596
597 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); 597 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity);