diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 006d829..f8ab8e7 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -300,11 +300,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
300 | { | 300 | { |
301 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) | 301 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) |
302 | { | 302 | { |
303 | p2.CollidingObj = true; | 303 | //p2.CollidingObj = true; |
304 | //contacts[i].depth = 0.003f; | 304 | //contacts[i].depth = 0.003f; |
305 | p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); | 305 | //p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); |
306 | OdeCharacter character = (OdeCharacter) p2; | 306 | //OdeCharacter character = (OdeCharacter) p2; |
307 | character.SetPidStatus(true); | 307 | //character.SetPidStatus(true); |
308 | //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); | 308 | //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); |
309 | 309 | ||
310 | } | 310 | } |
@@ -316,12 +316,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
316 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) | 316 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) |
317 | { | 317 | { |
318 | 318 | ||
319 | p1.CollidingObj = true; | 319 | //p1.CollidingObj = true; |
320 | //contacts[i].depth = 0.003f; | 320 | //contacts[i].depth = 0.003f; |
321 | p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); | 321 | //p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); |
322 | //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); | 322 | //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); |
323 | OdeCharacter character = (OdeCharacter)p1; | 323 | //OdeCharacter character = (OdeCharacter)p1; |
324 | character.SetPidStatus(true); | 324 | //character.SetPidStatus(true); |
325 | } | 325 | } |
326 | else | 326 | else |
327 | { | 327 | { |