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author | Justin Clark-Casey (justincc) | 2012-04-20 02:50:36 +0100 |
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committer | Justin Clark-Casey (justincc) | 2012-04-20 02:50:36 +0100 |
commit | 2b98e2f106f8a017cbaefcb2c21cc1bc9addde81 (patch) | |
tree | e4e0659fc39d3d8ee12c7883cef7e6f758375d7a /OpenSim/Region/CoreModules/Avatar/Lure | |
parent | Fix a logic error in app domain creation (diff) | |
download | opensim-SC_OLD-2b98e2f106f8a017cbaefcb2c21cc1bc9addde81.zip opensim-SC_OLD-2b98e2f106f8a017cbaefcb2c21cc1bc9addde81.tar.gz opensim-SC_OLD-2b98e2f106f8a017cbaefcb2c21cc1bc9addde81.tar.bz2 opensim-SC_OLD-2b98e2f106f8a017cbaefcb2c21cc1bc9addde81.tar.xz |
Stop teleports from dropping tall avatars through or embedding them in the floor when lured by short avatars.
This involves giving the ceiling of the Z-component in a lure rather than the floor.
Ideally we would give the exact float compensating for relative avatar height but it looks like that isn't possible with the parcel id format used in lures
Diffstat (limited to 'OpenSim/Region/CoreModules/Avatar/Lure')
-rw-r--r-- | OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs | 8 |
1 files changed, 7 insertions, 1 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs index d295384..2d4cffd 100644 --- a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs | |||
@@ -151,11 +151,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure | |||
151 | Scene scene = (Scene)(client.Scene); | 151 | Scene scene = (Scene)(client.Scene); |
152 | ScenePresence presence = scene.GetScenePresence(client.AgentId); | 152 | ScenePresence presence = scene.GetScenePresence(client.AgentId); |
153 | 153 | ||
154 | // Round up Z co-ordinate rather than round-down by casting. This stops tall avatars from being given | ||
155 | // a teleport Z co-ordinate by short avatars that drops them through or embeds them in thin floors on | ||
156 | // arrival. | ||
157 | // | ||
158 | // Ideally we would give the exact float position adjusting for the relative height of the two avatars | ||
159 | // but it looks like a float component isn't possible with a parcel ID. | ||
154 | UUID dest = Util.BuildFakeParcelID( | 160 | UUID dest = Util.BuildFakeParcelID( |
155 | scene.RegionInfo.RegionHandle, | 161 | scene.RegionInfo.RegionHandle, |
156 | (uint)presence.AbsolutePosition.X, | 162 | (uint)presence.AbsolutePosition.X, |
157 | (uint)presence.AbsolutePosition.Y, | 163 | (uint)presence.AbsolutePosition.Y, |
158 | (uint)presence.AbsolutePosition.Z); | 164 | (uint)Math.Ceiling(presence.AbsolutePosition.Z)); |
159 | 165 | ||
160 | m_log.DebugFormat("TP invite with message {0}", message); | 166 | m_log.DebugFormat("TP invite with message {0}", message); |
161 | 167 | ||