* Fix an over compensation for bounciness on flat Primitive
* Implement the linear impulse portion of llPushObject. We should have a lsl compatible implementation of that portion of the push. Angular.. well. still have yet to implement a torque accumulator. * llPushObject respects the region and parcel settings for Restrict Push, it also respects GodMode as is defined in the LSL spec.0.6.0-stable
parent
739f1591da
commit
0916b38b83
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@ -634,8 +634,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (pushforce)
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if (pushforce)
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{
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{
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m_pidControllerActive = false;
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m_pidControllerActive = false;
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force *= 100f;
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doForce(force);
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doForce(force);
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//System.Console.WriteLine("Push!");
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//_target_velocity.X += force.X;
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//_target_velocity.X += force.X;
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// _target_velocity.Y += force.Y;
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// _target_velocity.Y += force.Y;
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//_target_velocity.Z += force.Z;
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//_target_velocity.Z += force.Z;
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@ -575,10 +575,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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for (int i = 0; i < count; i++)
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for (int i = 0; i < count; i++)
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{
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{
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if (checkDupe(contacts[i],p2.PhysicsActorType))
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{
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continue;
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}
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max_collision_depth = (contacts[i].depth > max_collision_depth) ? contacts[i].depth : max_collision_depth;
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max_collision_depth = (contacts[i].depth > max_collision_depth) ? contacts[i].depth : max_collision_depth;
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//m_log.Warn("[CCOUNT]: " + count);
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//m_log.Warn("[CCOUNT]: " + count);
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@ -588,7 +585,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// We only need to test p2 for 'jump crouch purposes'
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// We only need to test p2 for 'jump crouch purposes'
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p2.IsColliding = true;
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p2.IsColliding = true;
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//if ((framecount % m_returncollisions) == 0)
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//if ((framecount % m_returncollisions) == 0)
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switch (p1.PhysicsActorType)
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switch (p1.PhysicsActorType)
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@ -759,7 +756,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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#endregion
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#endregion
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if (contacts[i].depth >= 0f)
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if (contacts[i].depth >= 0f && !checkDupe(contacts[i], p2.PhysicsActorType))
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{
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{
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// If we're colliding against terrain
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// If we're colliding against terrain
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if (name1 == "Terrain" || name2 == "Terrain")
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if (name1 == "Terrain" || name2 == "Terrain")
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@ -863,11 +860,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
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if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
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{
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{
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if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
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if (Math.Abs(contact.depth - contactGeom.depth) < 0.072f)
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{
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{
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//contactGeom.depth *= .00005f;
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//contactGeom.depth *= .00005f;
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//m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
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//m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
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// m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
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//m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
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result = true;
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result = true;
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break;
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break;
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}
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}
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@ -3456,10 +3456,176 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public void llPushObject(string target, LSL_Vector impulse, LSL_Vector ang_impulse, int local)
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public void llPushObject(string target, LSL_Vector impulse, LSL_Vector ang_impulse, int local)
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{
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{
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m_host.AddScriptLPS(1);
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m_host.AddScriptLPS(1);
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SceneObjectPart targ = World.GetSceneObjectPart((UUID)target);
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bool pushrestricted = World.RegionInfo.RegionSettings.RestrictPushing;
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if (targ == null)
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bool pushAllowed = false;
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bool pusheeIsAvatar = false;
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UUID targetID = UUID.Zero;
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if (!UUID.TryParse(target,out targetID))
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return;
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return;
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targ.ApplyImpulse(new Vector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0);
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ScenePresence pusheeav = null;
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//SceneObjectPart pusheeob = null;
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EntityBase obj = null;
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Vector3 PusheePos = Vector3.Zero;
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SceneObjectPart pusheeob = null;
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List<ScenePresence> avatars = World.GetAvatars();
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foreach (ScenePresence avatar in avatars)
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{
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if (avatar.UUID == targetID)
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{
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pusheeIsAvatar = true;
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// Pushee doesn't have a physics actor
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if (avatar.PhysicsActor == null)
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return;
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// Pushee is in GodMode this pushing object isn't owned by them
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if (avatar.GodLevel > 0 && m_host.OwnerID != targetID)
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return;
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pusheeav = avatar;
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// Find pushee position
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// Pushee Linked?
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if (pusheeav.ParentID != 0)
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{
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SceneObjectPart parentobj = World.GetSceneObjectPart(pusheeav.ParentID);
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if (parentobj != null)
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{
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PusheePos = parentobj.AbsolutePosition;
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}
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else
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{
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PusheePos = pusheeav.AbsolutePosition;
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}
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}
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else
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{
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PusheePos = pusheeav.AbsolutePosition;
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}
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obj = (EntityBase)pusheeav;
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break;
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}
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}
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if (!pusheeIsAvatar)
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{
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pusheeob = World.GetSceneObjectPart((UUID)target);
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// We can't find object
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if (pusheeob == null)
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return;
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// Object not pushable. Not an attachment and has no physics component
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if (!pusheeob.IsAttachment && pusheeob.PhysActor == null)
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return;
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PusheePos = pusheeob.AbsolutePosition;
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//obj = (EntityBase)pusheeob;
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}
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if (pushrestricted)
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{
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ILandObject targetlandObj = World.LandChannel.GetLandObject(PusheePos.X,PusheePos.Y);
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// We didn't find the parcel but region is push restricted so assume it is NOT ok
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if (targetlandObj == null)
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return;
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// Need provisions for Group Owned here
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if (m_host.OwnerID == targetlandObj.landData.OwnerID || targetlandObj.landData.IsGroupOwned || m_host.OwnerID == targetID)
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{
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pushAllowed = true;
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}
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}
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else
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{
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ILandObject targetlandObj = World.LandChannel.GetLandObject(PusheePos.X, PusheePos.Y);
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if (targetlandObj == null)
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{
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// We didn't find the parcel but region isn't push restricted so assume it's ok
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pushAllowed = true;
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}
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else
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{
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// Parcel push restriction
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if ((targetlandObj.landData.Flags & (uint)Parcel.ParcelFlags.RestrictPushObject) == (uint)Parcel.ParcelFlags.RestrictPushObject)
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{
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// Need provisions for Group Owned here
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if (m_host.OwnerID == targetlandObj.landData.OwnerID || targetlandObj.landData.IsGroupOwned || m_host.OwnerID == targetID)
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{
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pushAllowed = true;
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}
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//Parcel.ParcelFlags.RestrictPushObject
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//pushAllowed = true;
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}
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else
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{
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// Parcel isn't push restricted
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pushAllowed = true;
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}
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}
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}
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if (pushAllowed)
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{
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float distance = (PusheePos - m_host.AbsolutePosition).Length();
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float distance_term = distance * distance * distance; // Script Energy
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float pusher_mass = m_host.GetMass();
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float PUSH_ATTENUATION_DISTANCE = 17f;
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float PUSH_ATTENUATION_SCALE = 5f;
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float distance_attenuation = 1f;
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if (distance > PUSH_ATTENUATION_DISTANCE)
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{
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float normalized_units = 1f + (distance - PUSH_ATTENUATION_DISTANCE) / PUSH_ATTENUATION_SCALE;
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distance_attenuation = 1f / normalized_units;
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}
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Vector3 applied_linear_impulse = new Vector3((float)impulse.x, (float)impulse.y, (float)impulse.z);
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{
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float impulse_length = applied_linear_impulse.Length();
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float desired_energy = impulse_length * pusher_mass;
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if (desired_energy > 0f)
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desired_energy += distance_term;
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float scaling_factor = 1f;
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scaling_factor *= distance_attenuation;
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applied_linear_impulse *= scaling_factor;
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}
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if (pusheeIsAvatar)
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{
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if (pusheeav != null)
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{
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if (pusheeav.PhysicsActor != null)
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{
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if (local != 0)
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{
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applied_linear_impulse *= m_host.GetWorldRotation();
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}
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pusheeav.PhysicsActor.AddForce(new PhysicsVector(applied_linear_impulse.X, applied_linear_impulse.Y, applied_linear_impulse.Z), true);
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}
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}
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}
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else
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{
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if (pusheeob != null)
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{
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if (pusheeob.PhysActor != null)
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{
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pusheeob.ApplyImpulse(applied_linear_impulse, local != 0);
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}
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}
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}
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}
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}
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}
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public void llPassCollisions(int pass)
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public void llPassCollisions(int pass)
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Reference in New Issue