Remove some left over debug and reverse experimental reordering of ifs
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4d3926694d
commit
01b6a4b62e
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@ -131,9 +131,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public void ResetAnimations()
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public void ResetAnimations()
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{
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{
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Console.WriteLine("ResetA.............");
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m_animations.Clear();
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m_animations.Clear();
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TrySetMovementAnimation("STAND");
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TrySetMovementAnimation("STAND");
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}
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}
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/// <summary>
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/// <summary>
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@ -169,7 +168,6 @@ TrySetMovementAnimation("STAND");
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#region Inputs
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#region Inputs
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AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
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AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
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// m_log.DebugFormat("[ANIM]: Control flags: {0}", controlFlags);
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PhysicsActor actor = m_scenePresence.PhysicsActor;
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PhysicsActor actor = m_scenePresence.PhysicsActor;
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// Create forward and left vectors from the current avatar rotation
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// Create forward and left vectors from the current avatar rotation
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@ -191,12 +189,12 @@ TrySetMovementAnimation("STAND");
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// Direction in which the avatar is trying to move
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// Direction in which the avatar is trying to move
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Vector3 move = Vector3.Zero;
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Vector3 move = Vector3.Zero;
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if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
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if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; }
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if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; }
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if (heldLeft) { move.X += left.X; move.Y += left.Y; }
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if (heldLeft) { move.X += left.X; move.Y += left.Y; }
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if (heldRight) { move.X -= left.X; move.Y -= left.Y; }
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if (heldRight) { move.X -= left.X; move.Y -= left.Y; }
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if (heldUp) { move.Z += 1; }
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if (heldUp) { move.Z += 1; }
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if (heldDown) { move.Z -= 1; }
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if (heldDown) { move.Z -= 1; }
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if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
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// Is the avatar trying to move?
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// Is the avatar trying to move?
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// bool moving = (move != Vector3.Zero);
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// bool moving = (move != Vector3.Zero);
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