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path: root/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
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Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/ODECharacter.cs')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs24
1 files changed, 22 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index bd81d50..bd05c92 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -1105,7 +1105,18 @@ namespace OpenSim.Region.Physics.OdePlugin
1105 public void UpdatePositionAndVelocity() 1105 public void UpdatePositionAndVelocity()
1106 { 1106 {
1107 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! 1107 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1108 d.Vector3 vec = d.BodyGetPosition(Body); 1108 d.Vector3 vec;
1109 try
1110 {
1111 vec = d.BodyGetPosition(Body);
1112 //throw new NullReferenceException("foo!");
1113 }
1114 catch (NullReferenceException)
1115 {
1116 vec = new d.Vector3(Position.X, Position.Y, Position.Z);
1117 base.RaiseOutOfBounds(_position);
1118 }
1119
1109 1120
1110 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) 1121 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1111 if (vec.X < 0.0f) vec.X = 0.0f; 1122 if (vec.X < 0.0f) vec.X = 0.0f;
@@ -1137,7 +1148,16 @@ namespace OpenSim.Region.Physics.OdePlugin
1137 else 1148 else
1138 { 1149 {
1139 m_lastUpdateSent = false; 1150 m_lastUpdateSent = false;
1140 vec = d.BodyGetLinearVel(Body); 1151 try
1152 {
1153 vec = d.BodyGetLinearVel(Body);
1154 }
1155 catch (NullReferenceException)
1156 {
1157 vec.X = _velocity.X;
1158 vec.Y = _velocity.Y;
1159 vec.Z = _velocity.Z;
1160 }
1141 _velocity.X = (vec.X); 1161 _velocity.X = (vec.X);
1142 _velocity.Y = (vec.Y); 1162 _velocity.Y = (vec.Y);
1143 1163