aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/ODECharacter.cs')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 759692f..35433c6 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -161,7 +161,7 @@ namespace OpenSim.Region.Physics.OdePlugin
161 } 161 }
162 else 162 else
163 { 163 {
164 _position = new PhysicsVector(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), parent_scene.GetTerrainHeightAtXY(128, 128) + 10); 164 _position = new PhysicsVector(((int)_parent_scene.WorldExtents.X * 0.5f), ((int)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128, 128) + 10);
165 m_taintPosition.X = _position.X; 165 m_taintPosition.X = _position.X;
166 m_taintPosition.Y = _position.Y; 166 m_taintPosition.Y = _position.Y;
167 m_taintPosition.Z = _position.Z; 167 m_taintPosition.Z = _position.Z;
@@ -1096,8 +1096,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1096 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) 1096 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1097 if (vec.X < 0.0f) vec.X = 0.0f; 1097 if (vec.X < 0.0f) vec.X = 0.0f;
1098 if (vec.Y < 0.0f) vec.Y = 0.0f; 1098 if (vec.Y < 0.0f) vec.Y = 0.0f;
1099 if (vec.X > (int)Constants.RegionSize - 0.05f) vec.X = (int)Constants.RegionSize - 0.05f; 1099 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1100 if (vec.Y > (int)Constants.RegionSize - 0.05f) vec.Y = (int)Constants.RegionSize - 0.05f; 1100 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1101 1101
1102 _position.X = vec.X; 1102 _position.X = vec.X;
1103 _position.Y = vec.Y; 1103 _position.Y = vec.Y;