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authorJustin Clark-Casey (justincc)2011-08-11 01:56:42 +0100
committerJustin Clark-Casey (justincc)2011-08-11 01:56:42 +0100
commit4402851b086e7faf0d441d2ae0d5f6a3e1ea04b8 (patch)
treeff44ea86dfd8ba586ae4439728ef26341085691a /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentIf SP.MoveToTarget has been called with a force walk, begin by landing the av... (diff)
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Get NPCs to revert to the correct 'resting' animation (e.g. stand or hover) after finishing their movement. This also fixes judder after an avatar has finished "go here"/autopilot movement in a viewer.
This meant reseting the SP.AgentControlFlags since the Animator uses these to determine the correct default animation.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs6
1 files changed, 6 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 12a4712..7a30684 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1745,6 +1745,12 @@ namespace OpenSim.Region.Framework.Scenes
1745 1745
1746 MovingToTarget = false; 1746 MovingToTarget = false;
1747 MoveToPositionTarget = Vector3.Zero; 1747 MoveToPositionTarget = Vector3.Zero;
1748
1749 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct
1750 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag.
1751 // However, the line is here rather than in the NPC module since it also appears necessary to stop a
1752 // viewer that uses "go here" from juddering on all subsequent avatar movements.
1753 AgentControlFlags = (uint)AgentManager.ControlFlags.NONE;
1748 } 1754 }
1749 1755
1750 private void CheckAtSitTarget() 1756 private void CheckAtSitTarget()