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authorCharles Krinke2008-10-28 14:57:31 +0000
committerCharles Krinke2008-10-28 14:57:31 +0000
commitd8a6971a35c0c27b50ec66dbbdee5d876e04ac3a (patch)
treecf4b8f2334b51dd569392cf2857e0ea8ddf52d74 /OpenSim/Region/Environment
parentFrom: Christopher Yeoh <yeohc@au1.ibm.com> (diff)
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Thank you kindly, Mircea Kitsune for a patch that solves:
When the avatar stops flying in mid air, it stays still while it falls to the ground. Normally, the avatar would use the falling animation (when it spins its arms and legs while falling) until it reaches the ground.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index 38427cf..3313524 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -1521,7 +1521,7 @@ namespace OpenSim.Region.Environment.Scenes
1521 return "CROUCH"; 1521 return "CROUCH";
1522 } 1522 }
1523 } 1523 }
1524 else if (PhysicsActor != null && !PhysicsActor.IsColliding && PhysicsActor.Velocity.Z < -6) 1524 else if (PhysicsActor != null && !PhysicsActor.IsColliding && PhysicsActor.Velocity.Z < -2)
1525 { 1525 {
1526 return "FALLDOWN"; 1526 return "FALLDOWN";
1527 } 1527 }
@@ -1542,7 +1542,7 @@ namespace OpenSim.Region.Environment.Scenes
1542 else 1542 else
1543 { 1543 {
1544 // We are not moving 1544 // We are not moving
1545 if (PhysicsActor != null && !PhysicsActor.IsColliding && PhysicsActor.Velocity.Z < -6 && !PhysicsActor.Flying) 1545 if (PhysicsActor != null && !PhysicsActor.IsColliding && PhysicsActor.Velocity.Z < -2 && !PhysicsActor.Flying)
1546 { 1546 {
1547 return "FALLDOWN"; 1547 return "FALLDOWN";
1548 } 1548 }