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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs45
1 files changed, 24 insertions, 21 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 1e749da..24c809b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -464,33 +464,36 @@ namespace OpenSim.Region.Framework.Scenes
464// if (actor != null) 464// if (actor != null)
465 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting! 465 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
466 m_pos = actor.Position; 466 m_pos = actor.Position;
467 else // OS Mantis #4063 467 else
468 { // OS Mantis #4063 468 {
469 // OpenSim Mantis #4063. Obtain the correct position of a seated avatar. In addition 469 // Obtain the correct position of a seated avatar.
470 // to providing the correct position while the avatar is seated, this value will also 470 // In addition to providing the correct position while
471 // the avatar is seated, this value will also
471 // be used as the location to unsit to. 472 // be used as the location to unsit to.
472 // 473 //
473 // If m_parentID is not 0, assume we are a seated avatar and we should return the 474 // If m_parentID is not 0, assume we are a seated avatar
474 // position based on the sittarget offset and rotation of the prim we are seated on. 475 // and we should return the position based on the sittarget
476 // offset and rotation of the prim we are seated on.
475 // 477 //
476 // Generally, m_pos will contain the position of the avator in the sim unless the avatar 478 // Generally, m_pos will contain the position of the avatar
477 // is on a sit target. While on a sit target, m_pos will contain the desired offset 479 // in the sim unless the avatar is on a sit target. While
480 // on a sit target, m_pos will contain the desired offset
478 // without the parent rotation applied. 481 // without the parent rotation applied.
479 if (m_parentID != 0) // OS Mantis #4063 482 if (m_parentID != 0)
480 { 483 {
481 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); // OS Mantis #4063 484 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
482 if (part != null) // OS Mantis #4063 485 if (part != null)
483 { // OS Mantis #4064 486 {
484 return m_parentPosition + (m_pos * part.GetWorldRotation()); // OS Mantis #4063 487 return m_parentPosition + (m_pos * part.GetWorldRotation());
485 } 488 }
486 else // OS Mantis #4064 489 else
487 { // OS Mantis #4063 490 {
488 return m_parentPosition + m_pos; // OS Mantis #4064 491 return m_parentPosition + m_pos;
489 } // OS Mantis #4063 492 }
490 } // OS Mantis #4063 493 }
491 } // OS Mantis #4063 494 }
492 495
493 return m_pos; // OS Mantis #4063 496 return m_pos;
494 } 497 }
495 set 498 set
496 { 499 {