From 1a6b2a6429639a411c86065379341f8e452ff10a Mon Sep 17 00:00:00 2001 From: Melanie Date: Sat, 5 Nov 2011 20:17:02 +0000 Subject: [PATCH] Change comment formatting to match core for a cleaner diff --- .../Region/Framework/Scenes/ScenePresence.cs | 46 +++++++++---------- 1 file changed, 23 insertions(+), 23 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 64b2ddb697..d730bbf9a6 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1681,21 +1681,21 @@ namespace OpenSim.Region.Framework.Scenes // which occurs later in the main scene loop if (update_movementflag || (update_rotation && DCFlagKeyPressed)) { - // m_log.DebugFormat( - // "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}", - // m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation); +// m_log.DebugFormat( +// "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}", +// m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation); AddNewMovement(agent_control_v3); } - // else - // { - // if (!update_movementflag) - // { - // m_log.DebugFormat( - // "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false", - // m_scene.RegionInfo.RegionName, agent_control_v3, Name); - // } - // } +// else +// { +// if (!update_movementflag) +// { +// m_log.DebugFormat( +// "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false", +// m_scene.RegionInfo.RegionName, agent_control_v3, Name); +// } +// } if (update_movementflag && ParentID == 0) Animator.UpdateMovementAnimations(); @@ -1714,20 +1714,20 @@ namespace OpenSim.Region.Framework.Scenes /// True if movement has been updated in some way. False otherwise. public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3) { - // m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); +// m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); bool updated = false; - // m_log.DebugFormat( - // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", - // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); +// m_log.DebugFormat( +// "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", +// allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); if (!m_autopilotMoving) { double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget); - // m_log.DebugFormat( - // "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", - // Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget); +// m_log.DebugFormat( +// "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", +// Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget); // Check the error term of the current position in relation to the target position if (distanceToTarget <= 1) @@ -1750,7 +1750,7 @@ namespace OpenSim.Region.Framework.Scenes (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords // Ignore z component of vector - // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); +// Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); LocalVectorToTarget3D.Normalize(); // update avatar movement flags. the avatar coordinate system is as follows: @@ -1816,9 +1816,9 @@ namespace OpenSim.Region.Framework.Scenes updated = true; } - // m_log.DebugFormat( - // "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}", - // LocalVectorToTarget3D, agent_control_v3, Name); +// m_log.DebugFormat( +// "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}", +// LocalVectorToTarget3D, agent_control_v3, Name); agent_control_v3 += LocalVectorToTarget3D; }