From af86e2939c54837d47303668266ca314d405fb37 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 25 Apr 2012 03:47:26 +0100 Subject: zero out SP velocity before calling SP.Teleport(), as the client expects (though this is also effectively done by physics at the moment) --- .../Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | 1 + 1 file changed, 1 insertion(+) (limited to 'OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 221e0bd..f094346 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -215,6 +215,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer sp.ControllingClient.SendTeleportStart(teleportFlags); sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); + sp.Velocity = Vector3.Zero; sp.Teleport(position); foreach (SceneObjectGroup grp in sp.GetAttachments()) -- cgit v1.1