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author | meta7 | 2010-08-07 11:13:05 -0700 |
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committer | meta7 | 2010-08-07 11:13:05 -0700 |
commit | cabbd187e7945329c2f0700180f400b11096d33c (patch) | |
tree | 306be39a97f96193645bc3a9cc23ada509fde6e0 /OpenSim | |
parent | Delete some files from bin that should not have been committed (diff) | |
download | opensim-SC_OLD-cabbd187e7945329c2f0700180f400b11096d33c.zip opensim-SC_OLD-cabbd187e7945329c2f0700180f400b11096d33c.tar.gz opensim-SC_OLD-cabbd187e7945329c2f0700180f400b11096d33c.tar.bz2 opensim-SC_OLD-cabbd187e7945329c2f0700180f400b11096d33c.tar.xz |
Fix the distance from which autopilot is negated when sitting on an unscripted prim - and also add some more Velocity code to ensure it gets set to zero in all cases
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 882f4a7..56e7e93 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -2007,13 +2007,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2007 | if (autopilot) | 2007 | if (autopilot) |
2008 | { // its not a scripted sit | 2008 | { // its not a scripted sit |
2009 | // if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) | 2009 | // if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) |
2010 | if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) ) | 2010 | if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 10.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 10.0f) ) |
2011 | { | 2011 | { |
2012 | autopilot = false; // close enough | 2012 | autopilot = false; // close enough |
2013 | m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. | 2013 | m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. |
2014 | Not using the part's position because returning the AV to the last known standing | 2014 | Not using the part's position because returning the AV to the last known standing |
2015 | position is likely to be more friendly, isn't it? */ | 2015 | position is likely to be more friendly, isn't it? */ |
2016 | RemoveFromPhysicalScene(); | 2016 | RemoveFromPhysicalScene(); |
2017 | Velocity = Vector3.Zero; | ||
2017 | AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target | 2018 | AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target |
2018 | } // else the autopilot will get us close | 2019 | } // else the autopilot will get us close |
2019 | } | 2020 | } |
@@ -2023,6 +2024,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2023 | I *am* using the part's position this time because we have no real idea how far away | 2024 | I *am* using the part's position this time because we have no real idea how far away |
2024 | the avatar is from the sit target. */ | 2025 | the avatar is from the sit target. */ |
2025 | RemoveFromPhysicalScene(); | 2026 | RemoveFromPhysicalScene(); |
2027 | Velocity = Vector3.Zero; | ||
2026 | } | 2028 | } |
2027 | } | 2029 | } |
2028 | else return; // physactor is null! | 2030 | else return; // physactor is null! |