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author | Dan Lake | 2011-12-12 02:43:38 -0800 |
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committer | Dan Lake | 2011-12-12 02:43:38 -0800 |
commit | c34ab0ee669f674b29d863267e64104b1a3437ef (patch) | |
tree | 3ec315180616a056578f735f61d6311414603aeb /OpenSim/Region/Framework/Scenes/Scene.cs | |
parent | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim (diff) | |
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Cleaned up ScenePresence parameters for Flying, WasFlying, FlyingOld and IsColliding
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 85debc4..4ab6fe4 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -5083,7 +5083,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5083 | presence.AbsolutePosition = presence.MoveToPositionTarget; | 5083 | presence.AbsolutePosition = presence.MoveToPositionTarget; |
5084 | presence.ResetMoveToTarget(); | 5084 | presence.ResetMoveToTarget(); |
5085 | 5085 | ||
5086 | if (presence.PhysicsActor.Flying) | 5086 | if (presence.Flying) |
5087 | { | 5087 | { |
5088 | // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot | 5088 | // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot |
5089 | // the target if flying. | 5089 | // the target if flying. |
@@ -5091,16 +5091,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
5091 | // least be able to set collision status once, rather than 5 times to give it enough | 5091 | // least be able to set collision status once, rather than 5 times to give it enough |
5092 | // weighting so that that PhysicsActor thinks it really is colliding. | 5092 | // weighting so that that PhysicsActor thinks it really is colliding. |
5093 | for (int i = 0; i < 5; i++) | 5093 | for (int i = 0; i < 5; i++) |
5094 | presence.PhysicsActor.IsColliding = true; | 5094 | presence.IsColliding = true; |
5095 | 5095 | ||
5096 | if (presence.LandAtTarget) | 5096 | if (presence.LandAtTarget) |
5097 | presence.PhysicsActor.Flying = false; | 5097 | presence.Flying = false; |
5098 | 5098 | ||
5099 | // Vector3 targetPos = presence.MoveToPositionTarget; | 5099 | // Vector3 targetPos = presence.MoveToPositionTarget; |
5100 | // float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; | 5100 | // float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; |
5101 | // if (targetPos.Z - terrainHeight < 0.2) | 5101 | // if (targetPos.Z - terrainHeight < 0.2) |
5102 | // { | 5102 | // { |
5103 | // presence.PhysicsActor.Flying = false; | 5103 | // presence.Flying = false; |
5104 | // } | 5104 | // } |
5105 | } | 5105 | } |
5106 | 5106 | ||