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Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs16
1 files changed, 8 insertions, 8 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index 006d829..f8ab8e7 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -300,11 +300,11 @@ namespace OpenSim.Region.Physics.OdePlugin
300 { 300 {
301 if (p2.PhysicsActorType == (int) ActorTypes.Agent) 301 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
302 { 302 {
303 p2.CollidingObj = true; 303 //p2.CollidingObj = true;
304 //contacts[i].depth = 0.003f; 304 //contacts[i].depth = 0.003f;
305 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); 305 //p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
306 OdeCharacter character = (OdeCharacter) p2; 306 //OdeCharacter character = (OdeCharacter) p2;
307 character.SetPidStatus(true); 307 //character.SetPidStatus(true);
308 //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); 308 //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2));
309 309
310 } 310 }
@@ -316,12 +316,12 @@ namespace OpenSim.Region.Physics.OdePlugin
316 if (p1.PhysicsActorType == (int) ActorTypes.Agent) 316 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
317 { 317 {
318 318
319 p1.CollidingObj = true; 319 //p1.CollidingObj = true;
320 //contacts[i].depth = 0.003f; 320 //contacts[i].depth = 0.003f;
321 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); 321 //p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
322 //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); 322 //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2));
323 OdeCharacter character = (OdeCharacter)p1; 323 //OdeCharacter character = (OdeCharacter)p1;
324 character.SetPidStatus(true); 324 //character.SetPidStatus(true);
325 } 325 }
326 else 326 else
327 { 327 {