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path: root/OpenSim/Region/Physics/POSPlugin/POSScene.cs
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Diffstat (limited to 'OpenSim/Region/Physics/POSPlugin/POSScene.cs')
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSScene.cs30
1 files changed, 19 insertions, 11 deletions
diff --git a/OpenSim/Region/Physics/POSPlugin/POSScene.cs b/OpenSim/Region/Physics/POSPlugin/POSScene.cs
index 9771a62..9a4e92f 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSScene.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSScene.cs
@@ -167,7 +167,7 @@ namespace OpenSim.Region.Physics.POSPlugin
167 float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X]; 167 float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X];
168 if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2) 168 if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2)
169 { 169 {
170 character.Position.Z = terrainheight + 1.0f; 170 character.Position.Z = terrainheight + character.Size.Z;
171 forcedZ = true; 171 forcedZ = true;
172 } 172 }
173 else 173 else
@@ -184,23 +184,31 @@ namespace OpenSim.Region.Physics.POSPlugin
184 character.Position.Z = oldposZ; // first try Z axis 184 character.Position.Z = oldposZ; // first try Z axis
185 if (isCollidingWithPrim(character)) 185 if (isCollidingWithPrim(character))
186 { 186 {
187 character.Position.Z = oldposZ + 0.4f; // try harder 187 character.Position.Z = oldposZ + character.Size.Z / 4.4f; // try harder
188 if (isCollidingWithPrim(character)) 188 if (isCollidingWithPrim(character))
189 { 189 {
190 character.Position.X = oldposX; 190 character.Position.Z = oldposZ + character.Size.Z / 2.2f; // try very hard
191 character.Position.Y = oldposY;
192 character.Position.Z = oldposZ;
193
194 character.Position.X += character._target_velocity.X * timeStep;
195 if (isCollidingWithPrim(character)) 191 if (isCollidingWithPrim(character))
196 { 192 {
197 character.Position.X = oldposX; 193 character.Position.X = oldposX;
194 character.Position.Y = oldposY;
195 character.Position.Z = oldposZ;
196
197 character.Position.X += character._target_velocity.X * timeStep;
198 if (isCollidingWithPrim(character))
199 {
200 character.Position.X = oldposX;
201 }
202
203 character.Position.Y += character._target_velocity.Y * timeStep;
204 if (isCollidingWithPrim(character))
205 {
206 character.Position.Y = oldposY;
207 }
198 } 208 }
199 209 else
200 character.Position.Y += character._target_velocity.Y * timeStep;
201 if (isCollidingWithPrim(character))
202 { 210 {
203 character.Position.Y = oldposY; 211 forcedZ = true;
204 } 212 }
205 } 213 }
206 else 214 else