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-rw-r--r--OpenSim/OpenSim.Region/Scenes/ScenePresence.Update.cs (renamed from OpenSim/OpenSim.Region/Scenes/Avatar.Update.cs)10
1 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/OpenSim.Region/Scenes/Avatar.Update.cs b/OpenSim/OpenSim.Region/Scenes/ScenePresence.Update.cs
index 8b27efe..3885c0d 100644
--- a/OpenSim/OpenSim.Region/Scenes/Avatar.Update.cs
+++ b/OpenSim/OpenSim.Region/Scenes/ScenePresence.Update.cs
@@ -36,7 +36,7 @@ using OpenSim.Framework.Types;
36 36
37namespace OpenSim.Region.Scenes 37namespace OpenSim.Region.Scenes
38{ 38{
39 partial class Avatar 39 partial class ScenePresence
40 { 40 {
41 /// <summary> 41 /// <summary>
42 /// 42 ///
@@ -68,7 +68,7 @@ namespace OpenSim.Region.Scenes
68 /// 68 ///
69 /// </summary> 69 /// </summary>
70 /// <param name="remoteAvatar"></param> 70 /// <param name="remoteAvatar"></param>
71 public void SendUpdateToOtherClient(Avatar remoteAvatar) 71 public void SendUpdateToOtherClient(ScenePresence remoteAvatar)
72 { 72 {
73 73
74 } 74 }
@@ -87,7 +87,7 @@ namespace OpenSim.Region.Scenes
87 /// </summary> 87 /// </summary>
88 public void SendInitialPosition() 88 public void SendInitialPosition()
89 { 89 {
90 this.ControllingClient.SendAvatarData(m_regionInfo, this.firstname, this.lastname, this.uuid, this.LocalId, this.Pos); 90 this.ControllingClient.SendAvatarData(m_regionInfo.RegionHandle, this.firstname, this.lastname, this.uuid, this.LocalId, this.Pos);
91 } 91 }
92 92
93 /// <summary> 93 /// <summary>
@@ -111,7 +111,7 @@ namespace OpenSim.Region.Scenes
111 /// 111 ///
112 /// </summary> 112 /// </summary>
113 /// <param name="avatarInfo"></param> 113 /// <param name="avatarInfo"></param>
114 public void SendAppearanceToOtherAgent(Avatar avatarInfo) 114 public void SendAppearanceToOtherAgent(ScenePresence avatarInfo)
115 { 115 {
116 116
117 } 117 }
@@ -161,7 +161,7 @@ namespace OpenSim.Region.Scenes
161 LLVector3 pos2 = this.Pos; 161 LLVector3 pos2 = this.Pos;
162 LLVector3 vel = this.Velocity; 162 LLVector3 vel = this.Velocity;
163 163
164 float timeStep = 0.3f; 164 float timeStep = 0.2f;
165 pos2.X = pos2.X + (vel.X * timeStep); 165 pos2.X = pos2.X + (vel.X * timeStep);
166 pos2.Y = pos2.Y + (vel.Y * timeStep); 166 pos2.Y = pos2.Y + (vel.Y * timeStep);
167 pos2.Z = pos2.Z + (vel.Z * timeStep); 167 pos2.Z = pos2.Z + (vel.Z * timeStep);