diff options
Merge branch 'master' into careminster
Conflicts:
OpenSim/Framework/RegionInfo.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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 a81ee79..ad2192d 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -5417,7 +5417,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5417 | presence.AbsolutePosition = presence.MoveToPositionTarget; | 5417 | presence.AbsolutePosition = presence.MoveToPositionTarget; |
5418 | presence.ResetMoveToTarget(); | 5418 | presence.ResetMoveToTarget(); |
5419 | 5419 | ||
5420 | if (presence.PhysicsActor.Flying) | 5420 | if (presence.Flying) |
5421 | { | 5421 | { |
5422 | // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot | 5422 | // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot |
5423 | // the target if flying. | 5423 | // the target if flying. |
@@ -5425,16 +5425,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
5425 | // least be able to set collision status once, rather than 5 times to give it enough | 5425 | // least be able to set collision status once, rather than 5 times to give it enough |
5426 | // weighting so that that PhysicsActor thinks it really is colliding. | 5426 | // weighting so that that PhysicsActor thinks it really is colliding. |
5427 | for (int i = 0; i < 5; i++) | 5427 | for (int i = 0; i < 5; i++) |
5428 | presence.PhysicsActor.IsColliding = true; | 5428 | presence.IsColliding = true; |
5429 | 5429 | ||
5430 | if (presence.LandAtTarget) | 5430 | if (presence.LandAtTarget) |
5431 | presence.PhysicsActor.Flying = false; | 5431 | presence.Flying = false; |
5432 | 5432 | ||
5433 | // Vector3 targetPos = presence.MoveToPositionTarget; | 5433 | // Vector3 targetPos = presence.MoveToPositionTarget; |
5434 | // float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; | 5434 | // float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; |
5435 | // if (targetPos.Z - terrainHeight < 0.2) | 5435 | // if (targetPos.Z - terrainHeight < 0.2) |
5436 | // { | 5436 | // { |
5437 | // presence.PhysicsActor.Flying = false; | 5437 | // presence.Flying = false; |
5438 | // } | 5438 | // } |
5439 | } | 5439 | } |
5440 | 5440 | ||