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authorMelanie2011-11-05 21:53:05 +0000
committerMelanie2011-11-05 21:53:05 +0000
commit9c6025f928302b0242aa1887071e5e3f96bae90e (patch)
treea6b9b1a6ca401cf9878f25d0f632c825df2b169c
parentSome more changes to catch up with core (diff)
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Adapt to the core SP rework
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs6
2 files changed, 6 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 175e8ed..cc96b24 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -262,7 +262,7 @@ TrySetMovementAnimation("STAND");
262 m_animTickFall = Environment.TickCount; 262 m_animTickFall = Environment.TickCount;
263 } 263 }
264// else if (!jumping && fallElapsed > FALL_DELAY) 264// else if (!jumping && fallElapsed > FALL_DELAY)
265 else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.m_wasFlying)) // add for falling and jumping 265 else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.WasFlying)) // add for falling and jumping
266 { 266 {
267 // Falling long enough to trigger the animation 267 // Falling long enough to trigger the animation
268//Console.WriteLine("FALLDOWN"); //## 268//Console.WriteLine("FALLDOWN"); //##
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index a1fc1c0..cca55be 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -144,7 +144,11 @@ namespace OpenSim.Region.Framework.Scenes
144 get { return m_userFlags; } 144 get { return m_userFlags; }
145 } 145 }
146 private bool m_flyingOld; // add for fly velocity control 146 private bool m_flyingOld; // add for fly velocity control
147 public bool m_wasFlying; // add for fly velocity control 147 public bool WasFlying
148 {
149 get { return m_wasFlying; }
150 }
151 private bool m_wasFlying; // add for fly velocity control
148 152
149 private int m_lastColCount = -1; //KF: Look for Collision chnages 153 private int m_lastColCount = -1; //KF: Look for Collision chnages
150 private int m_updateCount = 0; //KF: Update Anims for a while 154 private int m_updateCount = 0; //KF: Update Anims for a while