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author | Tom | 2011-09-14 19:34:03 -0700 |
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committer | Tom | 2011-09-14 19:34:03 -0700 |
commit | e15917f4658789096902625dddf226dd218a23c2 (patch) | |
tree | 4c31d48b4296568482f3d26a751c69c1897984db /OpenSim | |
parent | Fix a rather stupid VS warning "The operation overflows at compile time in ch... (diff) | |
download | opensim-SC_OLD-e15917f4658789096902625dddf226dd218a23c2.zip opensim-SC_OLD-e15917f4658789096902625dddf226dd218a23c2.tar.gz opensim-SC_OLD-e15917f4658789096902625dddf226dd218a23c2.tar.bz2 opensim-SC_OLD-e15917f4658789096902625dddf226dd218a23c2.tar.xz |
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.cs | 46 |
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 | |
3633 | if (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; | ||
3645 | if (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 | ||
3654 | if (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 |