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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs13
1 files changed, 7 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 7603254..3884a5d 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -56,7 +56,6 @@ public sealed class BSCharacter : BSPhysObject
56 private int _physicsActorType; 56 private int _physicsActorType;
57 private bool _isPhysical; 57 private bool _isPhysical;
58 private bool _flying; 58 private bool _flying;
59 private bool _wasWalking; // 'true' if the avatar was walking/moving last frame
60 private bool _setAlwaysRun; 59 private bool _setAlwaysRun;
61 private bool _throttleUpdates; 60 private bool _throttleUpdates;
62 private bool _floatOnWater; 61 private bool _floatOnWater;
@@ -84,7 +83,6 @@ public sealed class BSCharacter : BSPhysObject
84 _position = pos; 83 _position = pos;
85 84
86 _flying = isFlying; 85 _flying = isFlying;
87 _wasWalking = true; // causes first step to initialize standing
88 _orientation = OMV.Quaternion.Identity; 86 _orientation = OMV.Quaternion.Identity;
89 _velocity = OMV.Vector3.Zero; 87 _velocity = OMV.Vector3.Zero;
90 _buoyancy = ComputeBuoyancyFromFlying(isFlying); 88 _buoyancy = ComputeBuoyancyFromFlying(isFlying);
@@ -220,7 +218,13 @@ public sealed class BSCharacter : BSPhysObject
220 { 218 {
221 // The avatar shouldn't be moving 219 // The avatar shouldn't be moving
222 _velocityMotor.Zero(); 220 _velocityMotor.Zero();
223 ZeroMotion(true /* inTaintTime */); 221
222 // If we are colliding with a stationary object, presume we're standing and don't move around
223 if (!ColliderIsMoving)
224 {
225 DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID);
226 ZeroMotion(true /* inTaintTime */);
227 }
224 228
225 // Standing has more friction on the ground 229 // Standing has more friction on the ground
226 if (_currentFriction != BSParam.AvatarStandingFriction) 230 if (_currentFriction != BSParam.AvatarStandingFriction)
@@ -229,8 +233,6 @@ public sealed class BSCharacter : BSPhysObject
229 PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); 233 PhysicsScene.PE.SetFriction(PhysBody, _currentFriction);
230 } 234 }
231 DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1}", LocalID, _velocityMotor.TargetValue); 235 DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1}", LocalID, _velocityMotor.TargetValue);
232
233 _wasWalking = false;
234 } 236 }
235 else 237 else
236 { 238 {
@@ -260,7 +262,6 @@ public sealed class BSCharacter : BSPhysObject
260 262
261 DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce); 263 DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
262 PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce); 264 PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce);
263 _wasWalking = true;
264 } 265 }
265 }); 266 });
266 } 267 }