Reformat an overzealous comment. Remove end of line marks and reference to the
Mantis solved, as that isn't needed to understand the code. Reformat the comment for 80 col screens.viewer-2-initial-appearance
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@ -445,33 +445,36 @@ namespace OpenSim.Region.Framework.Scenes
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PhysicsActor actor = m_physicsActor;
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PhysicsActor actor = m_physicsActor;
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if (actor != null)
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if (actor != null)
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m_pos = actor.Position;
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m_pos = actor.Position;
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else // OS Mantis #4063
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else
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{ // OS Mantis #4063
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{
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// OpenSim Mantis #4063. Obtain the correct position of a seated avatar. In addition
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// Obtain the correct position of a seated avatar.
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// to providing the correct position while the avatar is seated, this value will also
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// In addition to providing the correct position while
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// the avatar is seated, this value will also
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// be used as the location to unsit to.
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// be used as the location to unsit to.
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//
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//
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// If m_parentID is not 0, assume we are a seated avatar and we should return the
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// If m_parentID is not 0, assume we are a seated avatar
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// position based on the sittarget offset and rotation of the prim we are seated on.
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// and we should return the position based on the sittarget
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// offset and rotation of the prim we are seated on.
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//
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//
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// Generally, m_pos will contain the position of the avator in the sim unless the avatar
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// Generally, m_pos will contain the position of the avatar
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// is on a sit target. While on a sit target, m_pos will contain the desired offset
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// in the sim unless the avatar is on a sit target. While
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// on a sit target, m_pos will contain the desired offset
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// without the parent rotation applied.
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// without the parent rotation applied.
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if (m_parentID != 0) // OS Mantis #4063
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if (m_parentID != 0)
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{
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{
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SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); // OS Mantis #4063
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SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
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if (part != null) // OS Mantis #4063
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if (part != null)
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{ // OS Mantis #4064
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{
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return m_parentPosition + (m_pos * part.GetWorldRotation()); // OS Mantis #4063
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return m_parentPosition + (m_pos * part.GetWorldRotation());
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}
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}
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else // OS Mantis #4064
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else
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{ // OS Mantis #4063
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{
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return m_parentPosition + m_pos; // OS Mantis #4064
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return m_parentPosition + m_pos;
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} // OS Mantis #4063
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}
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} // OS Mantis #4063
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}
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} // OS Mantis #4063
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}
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return m_pos; // OS Mantis #4063
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return m_pos;
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}
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}
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set
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set
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{
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{
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