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authorTom2011-09-14 19:34:03 -0700
committerTom2011-09-14 19:34:03 -0700
commite15917f4658789096902625dddf226dd218a23c2 (patch)
tree4c31d48b4296568482f3d26a751c69c1897984db /OpenSim
parentFix a rather stupid VS warning "The operation overflows at compile time in ch... (diff)
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Fixed a movement regression - Kitto's jump code is no longer needed (plus it's an eyesore)
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs46
1 files changed, 9 insertions, 37 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 7a86f98..fa6945c 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3620,45 +3620,17 @@ namespace OpenSim.Region.Framework.Scenes
3620 /// </summary> 3620 /// </summary>
3621 public override void UpdateMovement() 3621 public override void UpdateMovement()
3622 { 3622 {
3623 if (Animator!=null) // add for jumping 3623 if (m_forceToApply.HasValue)
3624 { // add for jumping 3624 {
3625 // if (!m_animator.m_jumping) // add for jumping 3625 Vector3 force = m_forceToApply.Value;
3626 // { // add for jumping
3627 3626
3628 if (m_forceToApply.HasValue) // this section realigned 3627 m_updateflag = true;
3629 {
3630 3628
3631 Vector3 force = m_forceToApply.Value; 3629 Velocity = force;
3632 m_updateflag = true; 3630
3633if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping 3631 m_forceToApply = null;
3634 Velocity = force; 3632 }
3635//Console.WriteLine("UM1 {0}", Velocity); 3633 }
3636 m_forceToApply = null;
3637 }
3638 else
3639 {
3640 if (m_isNudging)
3641 {
3642 Vector3 force = Vector3.Zero;
3643
3644 m_updateflag = true;
3645if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3646 Velocity = force;
3647//Console.WriteLine("UM2 {0}", Velocity);
3648 m_isNudging = false;
3649 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3650 }
3651 else // add for jumping
3652 { // add for jumping
3653 Vector3 force = Vector3.Zero; // add for jumping
3654if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3655//Console.WriteLine("UM3 {0}", Velocity);
3656 Velocity = force; // add for jumping
3657 }
3658 }
3659 // } // end realign
3660 } // add for jumping
3661 } // add for jumping
3662 3634
3663 /// <summary> 3635 /// <summary>
3664 /// Adds a physical representation of the avatar to the Physics plugin 3636 /// Adds a physical representation of the avatar to the Physics plugin