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authorOpenSim Master2009-11-25 10:55:33 -0800
committerTeravus Ovares (Dan Olivares)2009-11-25 14:13:29 -0500
commita3755d831d016d7c4fb75c900663b63a2e6d28c4 (patch)
treeb2cc90515a43bb5237971c433f223f3d5a43486d /OpenSim
parent* Reverting last commit.. because it just made it worse. (diff)
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Patch: Fix a bug in LAND animation when the TickCount wraps into negative numbers
by Mic Bowman Signed-off-by: Teravus Ovares (Dan Olivares) <teravus@gmail.com>
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs3
1 files changed, 1 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 2e4c260..b37249d 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -247,8 +247,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
247 else if (m_movementAnimation == "LAND") 247 else if (m_movementAnimation == "LAND")
248 { 248 {
249 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 249 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
250 250 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
251 if (landElapsed <= FALL_DELAY)
252 return "LAND"; 251 return "LAND";
253 } 252 }
254 253