From a3052e40ad9ae56d5e968af9792e0ff8b905e9b9 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 11 Nov 2011 23:28:32 +0000 Subject: extract ground sit code into SP.HandleAgentSitOnGround() for consistency with other sitting code. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 31 +++++++++++++++--------- 1 file changed, 19 insertions(+), 12 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index f5a7f02..3fee642 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -163,7 +163,11 @@ namespace OpenSim.Region.Framework.Scenes private uint m_requestedSitTargetID; private UUID m_requestedSitTargetUUID; - public bool SitGround = false; + + /// + /// Are we sitting on the ground? + /// + public bool SitGround { get; private set; } private SendCourseLocationsMethod m_sendCourseLocationsMethod; @@ -1410,17 +1414,7 @@ namespace OpenSim.Region.Framework.Scenes } if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) - { - m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. - Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); - - // TODO: This doesn't prevent the user from walking yet. - // Setting parent ID would fix this, if we knew what value - // to use. Or we could add a m_isSitting variable. - //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); - SitGround = true; - RemoveFromPhysicalScene(); - } + HandleAgentSitOnGround(); // In the future, these values might need to go global. // Here's where you get them. @@ -2314,6 +2308,19 @@ namespace OpenSim.Region.Framework.Scenes SendAvatarDataToAllAgents(); } + public void HandleAgentSitOnGround() + { + m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. + Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); + + // TODO: This doesn't prevent the user from walking yet. + // Setting parent ID would fix this, if we knew what value + // to use. Or we could add a m_isSitting variable. + //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); + SitGround = true; + RemoveFromPhysicalScene(); + } + /// /// Event handler for the 'Always run' setting on the client /// Tells the physics plugin to increase speed of movement. -- cgit v1.1