refactor: Move update_movement_flag and the final check inside the m_allowMovement if in HandleAgentUpdate() since it's logically only ever used there

bulletsim
Justin Clark-Casey (justincc) 2011-08-03 00:55:52 +01:00
parent f9689f5cc9
commit 1c126e6e22
1 changed files with 5 additions and 5 deletions

View File

@ -1378,10 +1378,10 @@ namespace OpenSim.Region.Framework.Scenes
return; return;
} }
bool update_movementflag = false;
if (m_allowMovement && !SitGround) if (m_allowMovement && !SitGround)
{ {
bool update_movementflag = false;
if (agentData.UseClientAgentPosition) if (agentData.UseClientAgentPosition)
{ {
m_moveToPositionInProgress = (agentData.ClientAgentPosition - AbsolutePosition).Length() > 0.2f; m_moveToPositionInProgress = (agentData.ClientAgentPosition - AbsolutePosition).Length() > 0.2f;
@ -1521,10 +1521,10 @@ namespace OpenSim.Region.Framework.Scenes
AddNewMovement(agent_control_v3, q); AddNewMovement(agent_control_v3, q);
} }
}
if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround)
Animator.UpdateMovementAnimations(); Animator.UpdateMovementAnimations();
}
m_scene.EventManager.TriggerOnClientMovement(this); m_scene.EventManager.TriggerOnClientMovement(this);