Added some null-checks to Intimidated's patch in r9024.

Hopefully fixes Mantis #3415.
0.6.5-rc1
Homer Horwitz 2009-04-06 19:12:26 +00:00
parent fb900f6055
commit 39f5dd1973
1 changed files with 5 additions and 5 deletions

View File

@ -1962,7 +1962,7 @@ namespace OpenSim.Region.Framework.Scenes
{
//We're moving
m_allowFalling = true;
if (PhysicsActor.IsColliding)
if (PhysicsActor != null && PhysicsActor.IsColliding)
{
//And colliding. Can you guess what it is yet?
if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)
@ -1999,7 +1999,7 @@ namespace OpenSim.Region.Framework.Scenes
else
{
//We're not colliding. Colliding isn't cool these days.
if (PhysicsActor.Flying)
if (PhysicsActor != null && PhysicsActor.Flying)
{
//Are we moving forwards or backwards?
if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0)
@ -2072,7 +2072,7 @@ namespace OpenSim.Region.Framework.Scenes
else
{
//We're not moving.
if (PhysicsActor.IsColliding)
if (PhysicsActor != null && PhysicsActor.IsColliding)
{
//But we are colliding.
if (m_movementAnimation == "FALLDOWN")
@ -2101,7 +2101,7 @@ namespace OpenSim.Region.Framework.Scenes
{
return "PREJUMP";
}
else if (PhysicsActor.Flying)
else if (PhysicsActor != null && PhysicsActor.Flying)
{
m_allowFalling = true;
if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
@ -2126,7 +2126,7 @@ namespace OpenSim.Region.Framework.Scenes
else
{
//We're not colliding.
if (PhysicsActor.Flying)
if (PhysicsActor != null && PhysicsActor.Flying)
{
return "HOVER";