diff options
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | 6 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 3 |
2 files changed, 0 insertions, 9 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index da1104a..2e4c260 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | |||
@@ -200,10 +200,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
200 | else if (move.Z < 0f) | 200 | else if (move.Z < 0f) |
201 | { | 201 | { |
202 | if (actor != null && actor.IsColliding) | 202 | if (actor != null && actor.IsColliding) |
203 | { | ||
204 | //Console.WriteLine("LAND"); | ||
205 | return "LAND"; | 203 | return "LAND"; |
206 | } | ||
207 | else | 204 | else |
208 | return "HOVER_DOWN"; | 205 | return "HOVER_DOWN"; |
209 | } | 206 | } |
@@ -252,10 +249,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
252 | float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; | 249 | float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; |
253 | 250 | ||
254 | if (landElapsed <= FALL_DELAY) | 251 | if (landElapsed <= FALL_DELAY) |
255 | { | ||
256 | m_animTickFall = 0; | ||
257 | return "LAND"; | 252 | return "LAND"; |
258 | } | ||
259 | } | 253 | } |
260 | 254 | ||
261 | m_animTickFall = 0; | 255 | m_animTickFall = 0; |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 33717b1..5604e3d 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -1445,10 +1445,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1445 | // nesting this check because LengthSquared() is expensive and we don't | 1445 | // nesting this check because LengthSquared() is expensive and we don't |
1446 | // want to do it every step when flying. | 1446 | // want to do it every step when flying. |
1447 | if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX)) | 1447 | if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX)) |
1448 | { | ||
1449 | StopFlying(); | 1448 | StopFlying(); |
1450 | m_physicsActor.Flying = false; | ||
1451 | } | ||
1452 | } | 1449 | } |
1453 | } | 1450 | } |
1454 | 1451 | ||