fix unscripted sits without physics help
parent
d0a7e5bd78
commit
05db03e809
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@ -3044,7 +3044,6 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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m_requestedSitTargetID = part.LocalId;
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m_requestedSitTargetID = part.LocalId;
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m_requestedSitTargetUUID = part.UUID;
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m_requestedSitTargetUUID = part.UUID;
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}
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}
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else
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else
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{
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{
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@ -3058,9 +3057,7 @@ namespace OpenSim.Region.Framework.Scenes
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public bool PhysicsSit(SceneObjectPart part, Vector3 offset)
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public bool PhysicsSit(SceneObjectPart part, Vector3 offset)
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{
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{
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if (part == null || part.ParentGroup.IsAttachment)
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if (part == null || part.ParentGroup.IsAttachment)
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{
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return true;
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return true;
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}
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if ( m_scene.PhysicsScene == null)
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if ( m_scene.PhysicsScene == null)
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return false;
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return false;
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@ -3078,12 +3075,10 @@ namespace OpenSim.Region.Framework.Scenes
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return true;
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return true;
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}
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}
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// not doing autopilot
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m_requestedSitTargetID = 0;
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if (m_scene.PhysicsScene.SitAvatar(part.PhysActor, AbsolutePosition, CameraPosition, offset, new Vector3(0.35f, 0, 0.65f), PhysicsSitResponse) != 0)
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if (m_scene.PhysicsScene.SitAvatar(part.PhysActor, AbsolutePosition, CameraPosition, offset, new Vector3(0.35f, 0, 0.65f), PhysicsSitResponse) != 0)
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{
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return true;
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return true;
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}
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return false;
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return false;
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}
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}
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@ -3161,7 +3156,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_pos = offset;
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m_pos = offset;
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ControllingClient.SendSitResponse(
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ControllingClient.SendSitResponse(
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part.ParentGroup.UUID, offset, Orientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
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part.ParentGroup.UUID, offset, Orientation, true, cameraAtOffset, cameraEyeOffset, forceMouselook);
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m_requestedSitTargetID = 0;
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m_requestedSitTargetID = 0;
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@ -4459,7 +4454,7 @@ namespace OpenSim.Region.Framework.Scenes
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PhysicsActor = scene.AddAvatar(
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PhysicsActor = scene.AddAvatar(
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LocalId, Firstname + "." + Lastname, pVec,
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LocalId, Firstname + "." + Lastname, pVec,
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Appearance.AvatarBoxSize,Appearance.AvatarFeetOffset, isFlying);
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Appearance.AvatarBoxSize,Appearance.AvatarFeetOffset, isFlying);
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PhysicsActor.Orientation = m_bodyRot;
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//PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
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//PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
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PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
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PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
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PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
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PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
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