From 63e2c3b2d66b5800fa77be76d4a7d47e1bf4a66f Mon Sep 17 00:00:00 2001 From: Melanie Date: Sat, 27 Nov 2010 01:28:02 +0000 Subject: Reformat an overzealous comment. Remove end of line marks and reference to the Mantis solved, as that isn't needed to understand the code. Reformat the comment for 80 col screens. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 45 +++++++++++++----------- 1 file changed, 24 insertions(+), 21 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index d4b4e0a..82214bf 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -445,33 +445,36 @@ namespace OpenSim.Region.Framework.Scenes PhysicsActor actor = m_physicsActor; if (actor != null) m_pos = actor.Position; - else // OS Mantis #4063 - { // OS Mantis #4063 - // OpenSim Mantis #4063. Obtain the correct position of a seated avatar. In addition - // to providing the correct position while the avatar is seated, this value will also + else + { + // Obtain the correct position of a seated avatar. + // In addition to providing the correct position while + // the avatar is seated, this value will also // be used as the location to unsit to. // - // If m_parentID is not 0, assume we are a seated avatar and we should return the - // position based on the sittarget offset and rotation of the prim we are seated on. + // If m_parentID is not 0, assume we are a seated avatar + // and we should return the position based on the sittarget + // offset and rotation of the prim we are seated on. // - // Generally, m_pos will contain the position of the avator in the sim unless the avatar - // is on a sit target. While on a sit target, m_pos will contain the desired offset + // Generally, m_pos will contain the position of the avatar + // in the sim unless the avatar is on a sit target. While + // on a sit target, m_pos will contain the desired offset // without the parent rotation applied. - if (m_parentID != 0) // OS Mantis #4063 + if (m_parentID != 0) { - SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); // OS Mantis #4063 - if (part != null) // OS Mantis #4063 - { // OS Mantis #4064 - return m_parentPosition + (m_pos * part.GetWorldRotation()); // OS Mantis #4063 + SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); + if (part != null) + { + return m_parentPosition + (m_pos * part.GetWorldRotation()); } - else // OS Mantis #4064 - { // OS Mantis #4063 - return m_parentPosition + m_pos; // OS Mantis #4064 - } // OS Mantis #4063 - } // OS Mantis #4063 - } // OS Mantis #4063 - - return m_pos; // OS Mantis #4063 + else + { + return m_parentPosition + m_pos; + } + } + } + + return m_pos; } set { -- cgit v1.1