From 01b6a4b62e0bdd62929633952fdc3717e9773cb3 Mon Sep 17 00:00:00 2001 From: Melanie Date: Sat, 5 Nov 2011 22:46:45 +0000 Subject: [PATCH] Remove some left over debug and reverse experimental reordering of ifs --- .../Framework/Scenes/Animation/ScenePresenceAnimator.cs | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index 0410150718..05cdf610b4 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -131,9 +131,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation public void ResetAnimations() { -Console.WriteLine("ResetA............."); m_animations.Clear(); -TrySetMovementAnimation("STAND"); + TrySetMovementAnimation("STAND"); } /// @@ -169,7 +168,6 @@ TrySetMovementAnimation("STAND"); #region Inputs AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; -// m_log.DebugFormat("[ANIM]: Control flags: {0}", controlFlags); PhysicsActor actor = m_scenePresence.PhysicsActor; // Create forward and left vectors from the current avatar rotation @@ -191,12 +189,12 @@ TrySetMovementAnimation("STAND"); // Direction in which the avatar is trying to move Vector3 move = Vector3.Zero; + if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; } if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } if (heldLeft) { move.X += left.X; move.Y += left.Y; } if (heldRight) { move.X -= left.X; move.Y -= left.Y; } if (heldUp) { move.Z += 1; } if (heldDown) { move.Z -= 1; } - if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; } // Is the avatar trying to move? // bool moving = (move != Vector3.Zero);