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author | gareth | 2007-04-17 01:38:20 +0000 |
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committer | gareth | 2007-04-17 01:38:20 +0000 |
commit | bbcb20e192b61a63e0b0462de794ccbdb54d886b (patch) | |
tree | 37f05557c0f5e04849f4b0ff94752563e967220d /OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs | |
parent | Started to fix sandbox mode (diff) | |
download | opensim-SC_OLD-bbcb20e192b61a63e0b0462de794ccbdb54d886b.zip opensim-SC_OLD-bbcb20e192b61a63e0b0462de794ccbdb54d886b.tar.gz opensim-SC_OLD-bbcb20e192b61a63e0b0462de794ccbdb54d886b.tar.bz2 opensim-SC_OLD-bbcb20e192b61a63e0b0462de794ccbdb54d886b.tar.xz |
Sim crossing now works (except for broken co-ordinates, resets to 0,0 - to be fixed soon)
Fixed sandbox mode fully
Scrapped former XML-RPC expect_user call for sim crossings
Sim client thread can upgrade/downgrade between full and child agent dynamically
Diffstat (limited to 'OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs')
-rw-r--r-- | OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs | 12 |
1 files changed, 10 insertions, 2 deletions
diff --git a/OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs b/OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs index 62b6ffc..26b9565 100644 --- a/OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs +++ b/OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs | |||
@@ -109,26 +109,34 @@ namespace OpenSim.Physics.BasicPhysicsPlugin | |||
109 | {*/ | 109 | {*/ |
110 | actor.Position.Z = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X]+1; | 110 | actor.Position.Z = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X]+1; |
111 | //} | 111 | //} |
112 | if(actor.Position.X<0) | 112 | |
113 | |||
114 | |||
115 | // This code needs sorting out - border crossings etc | ||
116 | /* if(actor.Position.X<0) | ||
113 | { | 117 | { |
118 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); | ||
114 | actor.Position.X = 0; | 119 | actor.Position.X = 0; |
115 | actor.Velocity.X = 0; | 120 | actor.Velocity.X = 0; |
116 | } | 121 | } |
117 | if(actor.Position.Y < 0) | 122 | if(actor.Position.Y < 0) |
118 | { | 123 | { |
124 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); | ||
119 | actor.Position.Y = 0; | 125 | actor.Position.Y = 0; |
120 | actor.Velocity.Y = 0; | 126 | actor.Velocity.Y = 0; |
121 | } | 127 | } |
122 | if(actor.Position.X > 255) | 128 | if(actor.Position.X > 255) |
123 | { | 129 | { |
130 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); | ||
124 | actor.Position.X = 255; | 131 | actor.Position.X = 255; |
125 | actor.Velocity.X = 0; | 132 | actor.Velocity.X = 0; |
126 | } | 133 | } |
127 | if(actor.Position.Y > 255) | 134 | if(actor.Position.Y > 255) |
128 | { | 135 | { |
136 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); | ||
129 | actor.Position.Y = 255; | 137 | actor.Position.Y = 255; |
130 | actor.Velocity.X = 0; | 138 | actor.Velocity.X = 0; |
131 | } | 139 | }*/ |
132 | } | 140 | } |
133 | } | 141 | } |
134 | 142 | ||