As with prim sitting avatars, make an avatar phantom when it sits on the ground and solid again when it stands.

This is to avoid http://opensimulator.org/mantis/view.php?id=5783 when a collision with a ground sitting avatar causes that avatar to automatically stand and sometimes not be able to move
A better solution may be to keep gound sitting avatars solid but remove their collision status.  However, this requires some physics code work.
remove-scene-viewer
Justin Clark-Casey (justincc) 2011-11-11 23:10:43 +00:00
parent ce8441132e
commit 2a2cdaa211
1 changed files with 5 additions and 6 deletions

View File

@ -1419,6 +1419,7 @@ namespace OpenSim.Region.Framework.Scenes
// to use. Or we could add a m_isSitting variable.
//Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
SitGround = true;
RemoveFromPhysicalScene();
}
// In the future, these values might need to go global.
@ -1835,11 +1836,14 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public void StandUp()
{
// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
SitGround = false;
if (PhysicsActor == null)
AddToPhysicalScene(false);
if (ParentID != 0)
{
// m_log.Debug("StandupCode Executed");
SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
if (part != null)
{
@ -1866,11 +1870,6 @@ namespace OpenSim.Region.Framework.Scenes
ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
}
if (PhysicsActor == null)
{
AddToPhysicalScene(false);
}
m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
ParentPosition = Vector3.Zero;