diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index 6c644841ee..e98f0e79fe 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -151,10 +151,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation const float PREJUMP_DELAY = 0.25f; #region Inputs - if (m_scenePresence.SitGround) - { - return "SIT_GROUND_CONSTRAINED"; - } + AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; PhysicsActor actor = m_scenePresence.PhysicsActor; diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index ee76cb68e1..c3bc96ae4a 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -129,7 +129,6 @@ namespace OpenSim.Region.Framework.Scenes private Vector3? m_forceToApply; private uint m_requestedSitTargetID; private UUID m_requestedSitTargetUUID; - public bool SitGround = false; private SendCourseLocationsMethod m_sendCourseLocationsMethod; @@ -1300,17 +1299,8 @@ namespace OpenSim.Region.Framework.Scenes if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) { -<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); -======= - // TODO: This doesn't prevent the user from walking yet. - // Setting parent ID would fix this, if we knew what value - // to use. Or we could add a m_isSitting variable. - //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); - SitGround = true; - ->>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs } // In the future, these values might need to go global. @@ -1550,11 +1540,7 @@ namespace OpenSim.Region.Framework.Scenes } } -<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs if (update_movementflag) -======= - if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) ->>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs Animator.UpdateMovementAnimations(); m_scene.EventManager.TriggerOnClientMovement(this); @@ -1665,12 +1651,8 @@ namespace OpenSim.Region.Framework.Scenes /// public void StandUp() { - if (SitGround) - SitGround = false; - if (m_parentID != 0) { - m_log.Debug("StandupCode Executed"); SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); if (part != null) {