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author | Brian McBee | 2007-11-20 04:04:07 +0000 |
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committer | Brian McBee | 2007-11-20 04:04:07 +0000 |
commit | 26909477fc4e0a093a8c2ed32564fe92d5fffaca (patch) | |
tree | 3ec2abf0055d62bd047273a327bc1f9ba094e6e3 /OpenSim | |
parent | Turned on more verbosity to try to debug assetserver failures (diff) | |
download | opensim-SC_OLD-26909477fc4e0a093a8c2ed32564fe92d5fffaca.zip opensim-SC_OLD-26909477fc4e0a093a8c2ed32564fe92d5fffaca.tar.gz opensim-SC_OLD-26909477fc4e0a093a8c2ed32564fe92d5fffaca.tar.bz2 opensim-SC_OLD-26909477fc4e0a093a8c2ed32564fe92d5fffaca.tar.xz |
POS physics: removed "stickiness" from avatars so they can slide along surfaces instead of sticking to them.
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Physics/POSPlugin/POSPlugin.cs | 18 |
1 files changed, 8 insertions, 10 deletions
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs index 572ffdd..4a44438 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs | |||
@@ -179,7 +179,15 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
179 | 179 | ||
180 | bool forcedZ = false; | 180 | bool forcedZ = false; |
181 | character.Position.X = character.Position.X + (character._target_velocity.X * timeStep); | 181 | character.Position.X = character.Position.X + (character._target_velocity.X * timeStep); |
182 | if (check_all_prims(character)) | ||
183 | { | ||
184 | character.Position.X = oldposX; | ||
185 | } | ||
182 | character.Position.Y = character.Position.Y + (character._target_velocity.Y * timeStep); | 186 | character.Position.Y = character.Position.Y + (character._target_velocity.Y * timeStep); |
187 | if (check_all_prims(character)) | ||
188 | { | ||
189 | character.Position.Y = oldposY; | ||
190 | } | ||
183 | float terrainheight = _heightMap[(int)character.Position.Y * 256 + (int)character.Position.X]; | 191 | float terrainheight = _heightMap[(int)character.Position.Y * 256 + (int)character.Position.X]; |
184 | if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2) | 192 | if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2) |
185 | { | 193 | { |
@@ -201,16 +209,6 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
201 | if (check_all_prims(character)) | 209 | if (check_all_prims(character)) |
202 | { | 210 | { |
203 | character.Position.Z = oldposZ + 0.4f; // try harder | 211 | character.Position.Z = oldposZ + 0.4f; // try harder |
204 | if (check_all_prims(character)) | ||
205 | { | ||
206 | character.Position.X = oldposX; | ||
207 | character.Position.Y = oldposY; | ||
208 | character.Position.Z = oldposZ; | ||
209 | } | ||
210 | else | ||
211 | { | ||
212 | forcedZ = true; | ||
213 | } | ||
214 | } | 212 | } |
215 | else | 213 | else |
216 | { | 214 | { |