Some trivial changes to get closer to core
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1a6b2a6429
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506653ff00
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@ -90,8 +90,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
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/// issue #1716
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/// </summary>
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// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
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// Value revised by KF 091121 by comparison with SL.
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public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
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/// <summary>
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@ -120,7 +118,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is
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/// necessary.
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/// </remarks>
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protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
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public Object AttachmentsSyncLock { get; private set; }
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@ -135,10 +132,7 @@ namespace OpenSim.Region.Framework.Scenes
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public bool sentMessageAboutRestrictedParcelFlyingDown;
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public Vector4 CollisionPlane = Vector4.UnitW;
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private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
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private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
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private Vector3 m_lastPosition;
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private Vector3 m_lastWorldPosition;
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private Quaternion m_lastRotation;
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private Vector3 m_lastVelocity;
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//private int m_lastTerseSent;
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@ -149,6 +143,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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get { return m_userFlags; }
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}
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private bool m_flyingOld; // add for fly velocity control
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public bool m_wasFlying; // add for fly velocity control
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private TeleportFlags m_teleportFlags;
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public TeleportFlags TeleportFlags
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{
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@ -171,9 +168,6 @@ namespace OpenSim.Region.Framework.Scenes
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private Vector3 m_lastChildAgentUpdatePosition;
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private Vector3 m_lastChildAgentUpdateCamPosition;
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private bool m_flyingOld; // add for fly velocity control
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public bool m_wasFlying; // add for fly velocity control
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private const int LAND_VELOCITYMAG_MAX = 12;
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public bool IsRestrictedToRegion;
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@ -199,7 +193,6 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_autopilotMoving;
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private Vector3 m_autoPilotTarget;
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private bool m_sitAtAutoTarget;
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private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
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private string m_nextSitAnimation = String.Empty;
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