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authorJustin Clark-Casey (justincc)2011-08-11 00:23:54 +0100
committerJustin Clark-Casey (justincc)2011-08-11 00:23:54 +0100
commit951ffad81e15a35bc9f847ea1448dd247a2e6e6f (patch)
tree7c37d9bf1c624812e06d4ef5c2aa5b64efa3741a /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentAdd a OS_NPC_LAND_AT_TARGET option to osMoveToTarget() (diff)
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If SP.MoveToTarget has been called with a force walk, begin by landing the avatar.
There is a bug here - once an avatar has landed it glides to its new position instead of performing a walk animation
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs4
1 files changed, 3 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index b8e4e93..12a4712 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1723,7 +1723,9 @@ namespace OpenSim.Region.Framework.Scenes
1723 "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", 1723 "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
1724 Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); 1724 Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
1725 1725
1726 if (!noFly && pos.Z > terrainHeight) 1726 if (noFly)
1727 PhysicsActor.Flying = false;
1728 else if (pos.Z > terrainHeight)
1727 PhysicsActor.Flying = true; 1729 PhysicsActor.Flying = true;
1728 1730
1729 MovingToTarget = true; 1731 MovingToTarget = true;