parent
fb900f6055
commit
39f5dd1973
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@ -1962,7 +1962,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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//We're moving
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//We're moving
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m_allowFalling = true;
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m_allowFalling = true;
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if (PhysicsActor.IsColliding)
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if (PhysicsActor != null && PhysicsActor.IsColliding)
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{
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{
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//And colliding. Can you guess what it is yet?
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//And colliding. Can you guess what it is yet?
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if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)
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if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)
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@ -1999,7 +1999,7 @@ namespace OpenSim.Region.Framework.Scenes
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else
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else
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{
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{
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//We're not colliding. Colliding isn't cool these days.
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//We're not colliding. Colliding isn't cool these days.
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if (PhysicsActor.Flying)
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if (PhysicsActor != null && PhysicsActor.Flying)
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{
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{
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//Are we moving forwards or backwards?
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//Are we moving forwards or backwards?
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if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0)
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if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0)
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@ -2072,7 +2072,7 @@ namespace OpenSim.Region.Framework.Scenes
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else
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else
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{
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{
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//We're not moving.
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//We're not moving.
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if (PhysicsActor.IsColliding)
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if (PhysicsActor != null && PhysicsActor.IsColliding)
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{
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{
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//But we are colliding.
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//But we are colliding.
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if (m_movementAnimation == "FALLDOWN")
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if (m_movementAnimation == "FALLDOWN")
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@ -2101,7 +2101,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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return "PREJUMP";
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return "PREJUMP";
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}
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}
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else if (PhysicsActor.Flying)
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else if (PhysicsActor != null && PhysicsActor.Flying)
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{
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{
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m_allowFalling = true;
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m_allowFalling = true;
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if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
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if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
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@ -2126,7 +2126,7 @@ namespace OpenSim.Region.Framework.Scenes
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else
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else
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{
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{
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//We're not colliding.
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//We're not colliding.
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if (PhysicsActor.Flying)
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if (PhysicsActor != null && PhysicsActor.Flying)
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{
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{
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return "HOVER";
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return "HOVER";
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