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authorTeravus Ovares (Dan Olivares)2009-11-25 04:00:52 -0500
committerTeravus Ovares (Dan Olivares)2009-11-25 04:00:52 -0500
commita642968fd548e7bb7f3e47e937e209526226d0c0 (patch)
tree108e59945dc00128fa468bba1a5fe752b9f77dbc
parent* Attempt number 1 to stop the repeating crouch animation that sometimes happ... (diff)
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* Reverting last commit.. because it just made it worse.
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs3
2 files changed, 0 insertions, 9 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index da1104a..2e4c260 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -200,10 +200,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
200 else if (move.Z < 0f) 200 else if (move.Z < 0f)
201 { 201 {
202 if (actor != null && actor.IsColliding) 202 if (actor != null && actor.IsColliding)
203 {
204 //Console.WriteLine("LAND");
205 return "LAND"; 203 return "LAND";
206 }
207 else 204 else
208 return "HOVER_DOWN"; 205 return "HOVER_DOWN";
209 } 206 }
@@ -252,10 +249,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
252 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 249 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
253 250
254 if (landElapsed <= FALL_DELAY) 251 if (landElapsed <= FALL_DELAY)
255 {
256 m_animTickFall = 0;
257 return "LAND"; 252 return "LAND";
258 }
259 } 253 }
260 254
261 m_animTickFall = 0; 255 m_animTickFall = 0;
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 33717b1..5604e3d 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1445,10 +1445,7 @@ namespace OpenSim.Region.Framework.Scenes
1445 // nesting this check because LengthSquared() is expensive and we don't 1445 // nesting this check because LengthSquared() is expensive and we don't
1446 // want to do it every step when flying. 1446 // want to do it every step when flying.
1447 if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX)) 1447 if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX))
1448 {
1449 StopFlying(); 1448 StopFlying();
1450 m_physicsActor.Flying = false;
1451 }
1452 } 1449 }
1453 } 1450 }
1454 1451