diff options
author | Dan Lake | 2011-12-12 02:43:38 -0800 |
---|---|---|
committer | Dan Lake | 2011-12-12 02:43:38 -0800 |
commit | c34ab0ee669f674b29d863267e64104b1a3437ef (patch) | |
tree | 3ec315180616a056578f735f61d6311414603aeb /OpenSim/Region | |
parent | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim (diff) | |
download | opensim-SC_OLD-c34ab0ee669f674b29d863267e64104b1a3437ef.zip opensim-SC_OLD-c34ab0ee669f674b29d863267e64104b1a3437ef.tar.gz opensim-SC_OLD-c34ab0ee669f674b29d863267e64104b1a3437ef.tar.bz2 opensim-SC_OLD-c34ab0ee669f674b29d863267e64104b1a3437ef.tar.xz |
Cleaned up ScenePresence parameters for Flying, WasFlying, FlyingOld and IsColliding
Diffstat (limited to 'OpenSim/Region')
6 files changed, 57 insertions, 50 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 85debc4..4ab6fe4 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -5083,7 +5083,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5083 | presence.AbsolutePosition = presence.MoveToPositionTarget; | 5083 | presence.AbsolutePosition = presence.MoveToPositionTarget; |
5084 | presence.ResetMoveToTarget(); | 5084 | presence.ResetMoveToTarget(); |
5085 | 5085 | ||
5086 | if (presence.PhysicsActor.Flying) | 5086 | if (presence.Flying) |
5087 | { | 5087 | { |
5088 | // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot | 5088 | // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot |
5089 | // the target if flying. | 5089 | // the target if flying. |
@@ -5091,16 +5091,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
5091 | // least be able to set collision status once, rather than 5 times to give it enough | 5091 | // least be able to set collision status once, rather than 5 times to give it enough |
5092 | // weighting so that that PhysicsActor thinks it really is colliding. | 5092 | // weighting so that that PhysicsActor thinks it really is colliding. |
5093 | for (int i = 0; i < 5; i++) | 5093 | for (int i = 0; i < 5; i++) |
5094 | presence.PhysicsActor.IsColliding = true; | 5094 | presence.IsColliding = true; |
5095 | 5095 | ||
5096 | if (presence.LandAtTarget) | 5096 | if (presence.LandAtTarget) |
5097 | presence.PhysicsActor.Flying = false; | 5097 | presence.Flying = false; |
5098 | 5098 | ||
5099 | // Vector3 targetPos = presence.MoveToPositionTarget; | 5099 | // Vector3 targetPos = presence.MoveToPositionTarget; |
5100 | // float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; | 5100 | // float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; |
5101 | // if (targetPos.Z - terrainHeight < 0.2) | 5101 | // if (targetPos.Z - terrainHeight < 0.2) |
5102 | // { | 5102 | // { |
5103 | // presence.PhysicsActor.Flying = false; | 5103 | // presence.Flying = false; |
5104 | // } | 5104 | // } |
5105 | } | 5105 | } |
5106 | 5106 | ||
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index fa731a7..beff239 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -142,12 +142,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
142 | { | 142 | { |
143 | get { return m_userFlags; } | 143 | get { return m_userFlags; } |
144 | } | 144 | } |
145 | private bool m_flyingOld; // add for fly velocity control | 145 | |
146 | // Flying | ||
147 | public bool Flying | ||
148 | { | ||
149 | get { return PhysicsActor != null && PhysicsActor.Flying; } | ||
150 | set { PhysicsActor.Flying = value; } | ||
151 | } | ||
152 | |||
153 | // add for fly velocity control | ||
154 | private bool FlyingOld {get; set;} | ||
146 | public bool WasFlying | 155 | public bool WasFlying |
147 | { | 156 | { |
148 | get { return m_wasFlying; } | 157 | get; private set; |
158 | } | ||
159 | |||
160 | public bool IsColliding | ||
161 | { | ||
162 | get { return PhysicsActor != null && PhysicsActor.IsColliding; } | ||
163 | // We would expect setting IsColliding to be private but it's used by a hack in Scene | ||
164 | set { PhysicsActor.IsColliding = value; } | ||
149 | } | 165 | } |
150 | private bool m_wasFlying; // add for fly velocity control | ||
151 | 166 | ||
152 | // private int m_lastColCount = -1; //KF: Look for Collision chnages | 167 | // private int m_lastColCount = -1; //KF: Look for Collision chnages |
153 | // private int m_updateCount = 0; //KF: Update Anims for a while | 168 | // private int m_updateCount = 0; //KF: Update Anims for a while |
@@ -682,9 +697,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
682 | set { | 697 | set { |
683 | if(value) | 698 | if(value) |
684 | { | 699 | { |
685 | if ((PhysicsActor != null) && PhysicsActor.Flying) | 700 | if (Flying) |
686 | m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY; | 701 | m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY; |
687 | else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0) | 702 | else |
688 | m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY; | 703 | m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY; |
689 | } | 704 | } |
690 | m_inTransit = value; | 705 | m_inTransit = value; |
@@ -908,11 +923,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
908 | 923 | ||
909 | if (ForceFly) | 924 | if (ForceFly) |
910 | { | 925 | { |
911 | PhysicsActor.Flying = true; | 926 | Flying = true; |
912 | } | 927 | } |
913 | else if (FlyDisabled) | 928 | else if (FlyDisabled) |
914 | { | 929 | { |
915 | PhysicsActor.Flying = false; | 930 | Flying = false; |
916 | } | 931 | } |
917 | 932 | ||
918 | // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying | 933 | // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying |
@@ -1037,10 +1052,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1037 | /// <param name="pos"></param> | 1052 | /// <param name="pos"></param> |
1038 | public void Teleport(Vector3 pos) | 1053 | public void Teleport(Vector3 pos) |
1039 | { | 1054 | { |
1040 | bool isFlying = false; | 1055 | bool isFlying = Flying; |
1041 | if (PhysicsActor != null) | ||
1042 | isFlying = PhysicsActor.Flying; | ||
1043 | |||
1044 | RemoveFromPhysicalScene(); | 1056 | RemoveFromPhysicalScene(); |
1045 | Velocity = Vector3.Zero; | 1057 | Velocity = Vector3.Zero; |
1046 | AbsolutePosition = pos; | 1058 | AbsolutePosition = pos; |
@@ -1051,10 +1063,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1051 | 1063 | ||
1052 | public void TeleportWithMomentum(Vector3 pos) | 1064 | public void TeleportWithMomentum(Vector3 pos) |
1053 | { | 1065 | { |
1054 | bool isFlying = false; | 1066 | bool isFlying = Flying; |
1055 | if (PhysicsActor != null) | ||
1056 | isFlying = PhysicsActor.Flying; | ||
1057 | |||
1058 | RemoveFromPhysicalScene(); | 1067 | RemoveFromPhysicalScene(); |
1059 | AbsolutePosition = pos; | 1068 | AbsolutePosition = pos; |
1060 | AddToPhysicalScene(isFlying); | 1069 | AddToPhysicalScene(isFlying); |
@@ -1188,8 +1197,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1188 | AbsolutePosition = pos; | 1197 | AbsolutePosition = pos; |
1189 | } | 1198 | } |
1190 | 1199 | ||
1191 | bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); | 1200 | bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); |
1192 | MakeRootAgent(AbsolutePosition, m_flying); | 1201 | MakeRootAgent(AbsolutePosition, flying); |
1193 | 1202 | ||
1194 | if ((m_callbackURI != null) && !m_callbackURI.Equals("")) | 1203 | if ((m_callbackURI != null) && !m_callbackURI.Equals("")) |
1195 | { | 1204 | { |
@@ -1414,7 +1423,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1414 | bool DCFlagKeyPressed = false; | 1423 | bool DCFlagKeyPressed = false; |
1415 | Vector3 agent_control_v3 = Vector3.Zero; | 1424 | Vector3 agent_control_v3 = Vector3.Zero; |
1416 | 1425 | ||
1417 | bool oldflying = PhysicsActor.Flying; | 1426 | bool oldflying = Flying; |
1418 | 1427 | ||
1419 | if (ForceFly) | 1428 | if (ForceFly) |
1420 | actor.Flying = true; | 1429 | actor.Flying = true; |
@@ -1434,7 +1443,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1434 | 1443 | ||
1435 | // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying | 1444 | // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying |
1436 | // this prevents 'jumping' in inappropriate situations. | 1445 | // this prevents 'jumping' in inappropriate situations. |
1437 | if ((m_mouseLook && !PhysicsActor.Flying) || (m_leftButtonDown && !PhysicsActor.Flying)) | 1446 | if (!Flying && (m_mouseLook || m_leftButtonDown)) |
1438 | dirVectors = GetWalkDirectionVectors(); | 1447 | dirVectors = GetWalkDirectionVectors(); |
1439 | else | 1448 | else |
1440 | dirVectors = Dir_Vectors; | 1449 | dirVectors = Dir_Vectors; |
@@ -1521,7 +1530,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1521 | // with something with the down arrow pressed. | 1530 | // with something with the down arrow pressed. |
1522 | 1531 | ||
1523 | // Only do this if we're flying | 1532 | // Only do this if we're flying |
1524 | if (PhysicsActor != null && PhysicsActor.Flying && !ForceFly) | 1533 | if (Flying && !ForceFly) |
1525 | { | 1534 | { |
1526 | // Landing detection code | 1535 | // Landing detection code |
1527 | 1536 | ||
@@ -1529,7 +1538,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1529 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || | 1538 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || |
1530 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 1539 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
1531 | 1540 | ||
1532 | if (PhysicsActor.Flying && PhysicsActor.IsColliding && controlland) | 1541 | if (Flying && IsColliding && controlland) |
1533 | { | 1542 | { |
1534 | // nesting this check because LengthSquared() is expensive and we don't | 1543 | // nesting this check because LengthSquared() is expensive and we don't |
1535 | // want to do it every step when flying. | 1544 | // want to do it every step when flying. |
@@ -1742,9 +1751,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1742 | Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); | 1751 | Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); |
1743 | 1752 | ||
1744 | if (noFly) | 1753 | if (noFly) |
1745 | PhysicsActor.Flying = false; | 1754 | Flying = false; |
1746 | else if (pos.Z > terrainHeight) | 1755 | else if (pos.Z > terrainHeight) |
1747 | PhysicsActor.Flying = true; | 1756 | Flying = true; |
1748 | 1757 | ||
1749 | LandAtTarget = landAtTarget; | 1758 | LandAtTarget = landAtTarget; |
1750 | MovingToTarget = true; | 1759 | MovingToTarget = true; |
@@ -2307,42 +2316,42 @@ namespace OpenSim.Region.Framework.Scenes | |||
2307 | Vector3 direc = vec * Rotation; | 2316 | Vector3 direc = vec * Rotation; |
2308 | direc.Normalize(); | 2317 | direc.Normalize(); |
2309 | 2318 | ||
2310 | if (PhysicsActor.Flying != m_flyingOld) // add for fly velocity control | 2319 | if (Flying != FlyingOld) // add for fly velocity control |
2311 | { | 2320 | { |
2312 | m_flyingOld = PhysicsActor.Flying; // add for fly velocity control | 2321 | FlyingOld = Flying; // add for fly velocity control |
2313 | if (!PhysicsActor.Flying) | 2322 | if (!Flying) |
2314 | m_wasFlying = true; // add for fly velocity control | 2323 | WasFlying = true; // add for fly velocity control |
2315 | } | 2324 | } |
2316 | 2325 | ||
2317 | if (PhysicsActor.IsColliding == true) | 2326 | if (IsColliding) |
2318 | m_wasFlying = false; // add for fly velocity control | 2327 | WasFlying = false; // add for fly velocity control |
2319 | 2328 | ||
2320 | if ((vec.Z == 0f) && !PhysicsActor.Flying) | 2329 | if ((vec.Z == 0f) && !Flying) |
2321 | direc.Z = 0f; // Prevent camera WASD up. | 2330 | direc.Z = 0f; // Prevent camera WASD up. |
2322 | 2331 | ||
2323 | direc *= 0.03f * 128f * SpeedModifier; | 2332 | direc *= 0.03f * 128f * SpeedModifier; |
2324 | 2333 | ||
2325 | if (PhysicsActor != null) | 2334 | if (PhysicsActor != null) |
2326 | { | 2335 | { |
2327 | if (PhysicsActor.Flying) | 2336 | if (Flying) |
2328 | { | 2337 | { |
2329 | direc *= 4.0f; | 2338 | direc *= 4.0f; |
2330 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 2339 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
2331 | //if (controlland) | 2340 | //if (controlland) |
2332 | // m_log.Info("[AGENT]: landCommand"); | 2341 | // m_log.Info("[AGENT]: landCommand"); |
2333 | //if (PhysicsActor.IsColliding) | 2342 | //if (IsColliding) |
2334 | // m_log.Info("[AGENT]: colliding"); | 2343 | // m_log.Info("[AGENT]: colliding"); |
2335 | //if (PhysicsActor.Flying && PhysicsActor.IsColliding && controlland) | 2344 | //if (Flying && IsColliding && controlland) |
2336 | //{ | 2345 | //{ |
2337 | // StopFlying(); | 2346 | // StopFlying(); |
2338 | // m_log.Info("[AGENT]: Stop Flying"); | 2347 | // m_log.Info("[AGENT]: Stop Flying"); |
2339 | //} | 2348 | //} |
2340 | } | 2349 | } |
2341 | if (Animator.Falling && m_wasFlying) // if falling from flying, disable motion add | 2350 | if (Animator.Falling && WasFlying) // if falling from flying, disable motion add |
2342 | { | 2351 | { |
2343 | direc *= 0.0f; | 2352 | direc *= 0.0f; |
2344 | } | 2353 | } |
2345 | else if (!PhysicsActor.Flying && PhysicsActor.IsColliding) | 2354 | else if (!Flying && IsColliding) |
2346 | { | 2355 | { |
2347 | if (direc.Z > 2.0f) | 2356 | if (direc.Z > 2.0f) |
2348 | { | 2357 | { |
@@ -2809,7 +2818,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2809 | { | 2818 | { |
2810 | if (m_requestedSitTargetUUID == UUID.Zero) | 2819 | if (m_requestedSitTargetUUID == UUID.Zero) |
2811 | { | 2820 | { |
2812 | bool isFlying = PhysicsActor.Flying; | 2821 | bool isFlying = Flying; |
2813 | RemoveFromPhysicalScene(); | 2822 | RemoveFromPhysicalScene(); |
2814 | 2823 | ||
2815 | Vector3 pos = AbsolutePosition; | 2824 | Vector3 pos = AbsolutePosition; |
@@ -2836,7 +2845,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2836 | { | 2845 | { |
2837 | if (m_requestedSitTargetUUID == UUID.Zero) | 2846 | if (m_requestedSitTargetUUID == UUID.Zero) |
2838 | { | 2847 | { |
2839 | bool isFlying = PhysicsActor.Flying; | 2848 | bool isFlying = Flying; |
2840 | RemoveFromPhysicalScene(); | 2849 | RemoveFromPhysicalScene(); |
2841 | 2850 | ||
2842 | Vector3 pos = AbsolutePosition; | 2851 | Vector3 pos = AbsolutePosition; |
@@ -2886,7 +2895,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2886 | { | 2895 | { |
2887 | try | 2896 | try |
2888 | { | 2897 | { |
2889 | return m_scene.CrossAgentToNewRegion(this, PhysicsActor.Flying); | 2898 | return m_scene.CrossAgentToNewRegion(this, Flying); |
2890 | } | 2899 | } |
2891 | catch | 2900 | catch |
2892 | { | 2901 | { |
@@ -3162,7 +3171,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3162 | Appearance = new AvatarAppearance(cAgent.Appearance); | 3171 | Appearance = new AvatarAppearance(cAgent.Appearance); |
3163 | if (PhysicsActor != null) | 3172 | if (PhysicsActor != null) |
3164 | { | 3173 | { |
3165 | bool isFlying = PhysicsActor.Flying; | 3174 | bool isFlying = Flying; |
3166 | RemoveFromPhysicalScene(); | 3175 | RemoveFromPhysicalScene(); |
3167 | AddToPhysicalScene(isFlying); | 3176 | AddToPhysicalScene(isFlying); |
3168 | } | 3177 | } |
@@ -3265,7 +3274,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3265 | 3274 | ||
3266 | private void OutOfBoundsCall(Vector3 pos) | 3275 | private void OutOfBoundsCall(Vector3 pos) |
3267 | { | 3276 | { |
3268 | //bool flying = PhysicsActor.Flying; | 3277 | //bool flying = Flying; |
3269 | //RemoveFromPhysicalScene(); | 3278 | //RemoveFromPhysicalScene(); |
3270 | 3279 | ||
3271 | //AddToPhysicalScene(flying); | 3280 | //AddToPhysicalScene(flying); |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAnimationTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAnimationTests.cs index 4a0533c..89f8007 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAnimationTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAnimationTests.cs | |||
@@ -61,7 +61,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
61 | 61 | ||
62 | TestScene scene = SceneHelpers.SetupScene(); | 62 | TestScene scene = SceneHelpers.SetupScene(); |
63 | ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)); | 63 | ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)); |
64 | sp.PhysicsActor.Flying = true; | 64 | sp.Flying = true; |
65 | sp.PhysicsCollisionUpdate(new CollisionEventUpdate()); | 65 | sp.PhysicsCollisionUpdate(new CollisionEventUpdate()); |
66 | 66 | ||
67 | Assert.That(sp.Animator.CurrentMovementAnimation, Is.EqualTo("HOVER")); | 67 | Assert.That(sp.Animator.CurrentMovementAnimation, Is.EqualTo("HOVER")); |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs index 64c36ff..442cb8b 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs | |||
@@ -79,7 +79,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
79 | // Vector3 startPos = new Vector3(128, 128, 30); | 79 | // Vector3 startPos = new Vector3(128, 128, 30); |
80 | 80 | ||
81 | // For now, we'll make the scene presence fly to simplify this test, but this needs to change. | 81 | // For now, we'll make the scene presence fly to simplify this test, but this needs to change. |
82 | sp.PhysicsActor.Flying = true; | 82 | sp.Flying = true; |
83 | 83 | ||
84 | m_scene.Update(); | 84 | m_scene.Update(); |
85 | Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); | 85 | Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); |
diff --git a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs index dce0ec8..9c66b25 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs | |||
@@ -175,7 +175,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests | |||
175 | Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); | 175 | Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); |
176 | 176 | ||
177 | // For now, we'll make the scene presence fly to simplify this test, but this needs to change. | 177 | // For now, we'll make the scene presence fly to simplify this test, but this needs to change. |
178 | npc.PhysicsActor.Flying = true; | 178 | npc.Flying = true; |
179 | 179 | ||
180 | scene.Update(); | 180 | scene.Update(); |
181 | Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); | 181 | Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 6d067b0..443e7a5 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -5573,9 +5573,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
5573 | // note: this may need some tweaking when walking downhill. you "fall down" for a brief instant | 5573 | // note: this may need some tweaking when walking downhill. you "fall down" for a brief instant |
5574 | // and don't collide when walking downhill, which instantly registers as in-air, briefly. should | 5574 | // and don't collide when walking downhill, which instantly registers as in-air, briefly. should |
5575 | // there be some minimum non-collision threshold time before claiming the avatar is in-air? | 5575 | // there be some minimum non-collision threshold time before claiming the avatar is in-air? |
5576 | if ((flags & ScriptBaseClass.AGENT_WALKING) == 0 && | 5576 | if ((flags & ScriptBaseClass.AGENT_WALKING) == 0 && !agent.IsColliding ) |
5577 | agent.PhysicsActor != null && | ||
5578 | !agent.PhysicsActor.IsColliding) | ||
5579 | { | 5577 | { |
5580 | flags |= ScriptBaseClass.AGENT_IN_AIR; | 5578 | flags |= ScriptBaseClass.AGENT_IN_AIR; |
5581 | } | 5579 | } |