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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs9
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs7
2 files changed, 13 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index b8cdfc4..4865481 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -233,6 +233,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
233 // Falling long enough to trigger the animation 233 // Falling long enough to trigger the animation
234 return "FALLDOWN"; 234 return "FALLDOWN";
235 } 235 }
236 else if (m_animTickJump == -1)
237 {
238 m_animTickJump = 0;
239 return "STAND";
240 }
236 241
237 return m_movementAnimation; 242 return m_movementAnimation;
238 } 243 }
@@ -279,6 +284,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
279 m_animTickJump = -1; 284 m_animTickJump = -1;
280 return "JUMP"; 285 return "JUMP";
281 } 286 }
287 else
288 return "JUMP";
282 } 289 }
283 else 290 else
284 { 291 {
@@ -307,7 +314,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
307 314
308 #endregion Ground Movement 315 #endregion Ground Movement
309 316
310 return m_movementAnimation; 317 //return m_movementAnimation;
311 } 318 }
312 319
313 /// <summary> 320 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 30c9365..221f3bc 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3203,8 +3203,11 @@ namespace OpenSim.Region.Framework.Scenes
3203 Vector3 force = m_forceToApply.Value; 3203 Vector3 force = m_forceToApply.Value;
3204 3204
3205 m_updateflag = true; 3205 m_updateflag = true;
3206// movementvector = force; 3206
3207 Velocity = force; 3207 // The magic constant 0.855f seems to make walking feel less jerky,
3208 // probably because it hackishly accounts for the overall latency of
3209 // these Velocity updates -- Diva
3210 Velocity = force * .855F;
3208 3211
3209 m_forceToApply = null; 3212 m_forceToApply = null;
3210 } 3213 }