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author | Melanie | 2011-11-05 22:46:45 +0000 |
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committer | Melanie | 2011-11-05 22:46:45 +0000 |
commit | 01b6a4b62e0bdd62929633952fdc3717e9773cb3 (patch) | |
tree | 3ac39ee68ee1916383f81a09b9015af59a8243ed /OpenSim/Region | |
parent | Remove enableprejump config option and associated code as this is now (diff) | |
download | opensim-SC_OLD-01b6a4b62e0bdd62929633952fdc3717e9773cb3.zip opensim-SC_OLD-01b6a4b62e0bdd62929633952fdc3717e9773cb3.tar.gz opensim-SC_OLD-01b6a4b62e0bdd62929633952fdc3717e9773cb3.tar.bz2 opensim-SC_OLD-01b6a4b62e0bdd62929633952fdc3717e9773cb3.tar.xz |
Remove some left over debug and reverse experimental reordering of ifs
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index 0410150..05cdf61 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | |||
@@ -131,9 +131,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
131 | 131 | ||
132 | public void ResetAnimations() | 132 | public void ResetAnimations() |
133 | { | 133 | { |
134 | Console.WriteLine("ResetA............."); | ||
135 | m_animations.Clear(); | 134 | m_animations.Clear(); |
136 | TrySetMovementAnimation("STAND"); | 135 | TrySetMovementAnimation("STAND"); |
137 | } | 136 | } |
138 | 137 | ||
139 | /// <summary> | 138 | /// <summary> |
@@ -169,7 +168,6 @@ TrySetMovementAnimation("STAND"); | |||
169 | #region Inputs | 168 | #region Inputs |
170 | 169 | ||
171 | AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; | 170 | AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; |
172 | // m_log.DebugFormat("[ANIM]: Control flags: {0}", controlFlags); | ||
173 | PhysicsActor actor = m_scenePresence.PhysicsActor; | 171 | PhysicsActor actor = m_scenePresence.PhysicsActor; |
174 | 172 | ||
175 | // Create forward and left vectors from the current avatar rotation | 173 | // Create forward and left vectors from the current avatar rotation |
@@ -191,12 +189,12 @@ TrySetMovementAnimation("STAND"); | |||
191 | 189 | ||
192 | // Direction in which the avatar is trying to move | 190 | // Direction in which the avatar is trying to move |
193 | Vector3 move = Vector3.Zero; | 191 | Vector3 move = Vector3.Zero; |
192 | if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; } | ||
194 | if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } | 193 | if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } |
195 | if (heldLeft) { move.X += left.X; move.Y += left.Y; } | 194 | if (heldLeft) { move.X += left.X; move.Y += left.Y; } |
196 | if (heldRight) { move.X -= left.X; move.Y -= left.Y; } | 195 | if (heldRight) { move.X -= left.X; move.Y -= left.Y; } |
197 | if (heldUp) { move.Z += 1; } | 196 | if (heldUp) { move.Z += 1; } |
198 | if (heldDown) { move.Z -= 1; } | 197 | if (heldDown) { move.Z -= 1; } |
199 | if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; } | ||
200 | 198 | ||
201 | // Is the avatar trying to move? | 199 | // Is the avatar trying to move? |
202 | // bool moving = (move != Vector3.Zero); | 200 | // bool moving = (move != Vector3.Zero); |