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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs29
1 files changed, 27 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 4a48ac3..d4b4e0a 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -445,8 +445,33 @@ namespace OpenSim.Region.Framework.Scenes
445 PhysicsActor actor = m_physicsActor; 445 PhysicsActor actor = m_physicsActor;
446 if (actor != null) 446 if (actor != null)
447 m_pos = actor.Position; 447 m_pos = actor.Position;
448 448 else // OS Mantis #4063
449 return m_parentPosition + m_pos; 449 { // OS Mantis #4063
450 // OpenSim Mantis #4063. Obtain the correct position of a seated avatar. In addition
451 // to providing the correct position while the avatar is seated, this value will also
452 // be used as the location to unsit to.
453 //
454 // If m_parentID is not 0, assume we are a seated avatar and we should return the
455 // position based on the sittarget offset and rotation of the prim we are seated on.
456 //
457 // Generally, m_pos will contain the position of the avator in the sim unless the avatar
458 // is on a sit target. While on a sit target, m_pos will contain the desired offset
459 // without the parent rotation applied.
460 if (m_parentID != 0) // OS Mantis #4063
461 {
462 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); // OS Mantis #4063
463 if (part != null) // OS Mantis #4063
464 { // OS Mantis #4064
465 return m_parentPosition + (m_pos * part.GetWorldRotation()); // OS Mantis #4063
466 }
467 else // OS Mantis #4064
468 { // OS Mantis #4063
469 return m_parentPosition + m_pos; // OS Mantis #4064
470 } // OS Mantis #4063
471 } // OS Mantis #4063
472 } // OS Mantis #4063
473
474 return m_pos; // OS Mantis #4063
450 } 475 }
451 set 476 set
452 { 477 {