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authorMelanie2010-11-27 01:25:02 +0000
committerMelanie2010-11-27 01:25:02 +0000
commita1ab2a22440bc446c1412f17d602e7c75deb0a7c (patch)
tree3a4e0d6be4fc74ed8d9781cfc8c9aacd3f3d684b /OpenSim
parentMerge branch 'master' into careminster-presence-refactor (diff)
parentllUnsit position fix 4063 (updated 11-20-2010) (diff)
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Merge branch 'master' into careminster-presence-refactor
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs37
1 files changed, 27 insertions, 10 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 98a3b29..1e749da 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -464,16 +464,33 @@ namespace OpenSim.Region.Framework.Scenes
464// if (actor != null) 464// if (actor != null)
465 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting! 465 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
466 m_pos = actor.Position; 466 m_pos = actor.Position;
467 467 else // OS Mantis #4063
468 // If we're sitting, we need to update our position 468 { // OS Mantis #4063
469 if (m_parentID != 0) 469 // OpenSim Mantis #4063. Obtain the correct position of a seated avatar. In addition
470 { 470 // to providing the correct position while the avatar is seated, this value will also
471 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 471 // be used as the location to unsit to.
472 if (part != null) 472 //
473 m_parentPosition = part.AbsolutePosition; 473 // If m_parentID is not 0, assume we are a seated avatar and we should return the
474 } 474 // position based on the sittarget offset and rotation of the prim we are seated on.
475 475 //
476 return m_parentPosition + m_pos; 476 // Generally, m_pos will contain the position of the avator in the sim unless the avatar
477 // is on a sit target. While on a sit target, m_pos will contain the desired offset
478 // without the parent rotation applied.
479 if (m_parentID != 0) // OS Mantis #4063
480 {
481 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); // OS Mantis #4063
482 if (part != null) // OS Mantis #4063
483 { // OS Mantis #4064
484 return m_parentPosition + (m_pos * part.GetWorldRotation()); // OS Mantis #4063
485 }
486 else // OS Mantis #4064
487 { // OS Mantis #4063
488 return m_parentPosition + m_pos; // OS Mantis #4064
489 } // OS Mantis #4063
490 } // OS Mantis #4063
491 } // OS Mantis #4063
492
493 return m_pos; // OS Mantis #4063
477 } 494 }
478 set 495 set
479 { 496 {