change presence movetotarget avoiding trying to go undergroud or fly when

it can walk. ( still needs better code )
avinationmerge
UbitUmarov 2014-07-21 21:31:48 +01:00
parent d9797b6478
commit 5cdd205ee7
1 changed files with 4 additions and 1 deletions

View File

@ -2431,6 +2431,8 @@ namespace OpenSim.Region.Framework.Scenes
targetScene = m_scene; targetScene = m_scene;
float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % Constants.RegionSize), (int)(pos.Y % Constants.RegionSize)]; float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % Constants.RegionSize), (int)(pos.Y % Constants.RegionSize)];
// dont try to land underground
terrainHeight += Appearance.AvatarHeight / 2;
pos.Z = Math.Max(terrainHeight, pos.Z); pos.Z = Math.Max(terrainHeight, pos.Z);
// Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is
@ -2442,10 +2444,11 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", // "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); // Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
if (noFly) if (noFly)
Flying = false; Flying = false;
else if (pos.Z > terrainHeight) else if (pos.Z > terrainHeight + Appearance.AvatarHeight / 2 || Flying)
Flying = true; Flying = true;
LandAtTarget = landAtTarget; LandAtTarget = landAtTarget;