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authorMelanie2011-12-12 11:42:22 +0000
committerMelanie2011-12-12 11:42:22 +0000
commit52a4dbccbec7f3c3139f49c29fdc20b8332f50f0 (patch)
treec1c76545b90c9a9df67886eb01d10e8388785c00 /OpenSim/Region/Framework/Scenes/Scene.cs
parentFix a regression that causes data from the attachments module to fail loading (diff)
parentCleaned up ScenePresence parameters for Flying, WasFlying, FlyingOld and IsCo... (diff)
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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.cs8
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