bug fix: leave jumping state only to landing, without fallback into

onsurface, etc
avinationmerge
UbitUmarov 2014-10-04 07:49:05 +01:00
parent 4ae960a4f0
commit 6f149ef6ae
1 changed files with 12 additions and 12 deletions

View File

@ -307,15 +307,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
); );
// Check control flags // Check control flags
/* not in use /* not in use
bool heldForward = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)) != 0); bool heldForward = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)) != 0);
bool heldBack = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG)) != 0); bool heldBack = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG)) != 0);
bool heldLeft = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS)) != 0); bool heldLeft = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS)) != 0);
bool heldRight = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG)) != 0); bool heldRight = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG)) != 0);
*/ */
bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
// bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS)) != 0); // bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS)) != 0);
// excluded nudge up so it doesn't trigger jump state // excluded nudge up so it doesn't trigger jump state
bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS)) != 0); bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS)) != 0);
bool heldDown = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG)) != 0); bool heldDown = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG)) != 0);
@ -432,7 +432,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
#region Jumping // section added for jumping... #region Jumping // section added for jumping...
if (isColliding && heldUp && currentControlState != motionControlStates.jumping) if (isColliding && heldUp && currentControlState != motionControlStates.jumping)
{ {
// Start jumping, prejump // Start jumping, prejump
currentControlState = motionControlStates.jumping; currentControlState = motionControlStates.jumping;
m_jumping = true; m_jumping = true;
@ -465,6 +465,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
m_jumping = true; m_jumping = true;
return "JUMP"; return "JUMP";
} }
return CurrentMovementAnimation;
} }
#endregion Jumping #endregion Jumping
@ -508,7 +509,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
} }
} }
// next section moved outside paren. and realigned for jumping // next section moved outside paren. and realigned for jumping
if (heldOnXY) if (heldOnXY)
@ -530,12 +530,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
return "WALK"; return "WALK";
} }
} }
else if (!m_jumping) else
{ {
currentControlState = motionControlStates.onsurface; currentControlState = motionControlStates.onsurface;
Falling = false; Falling = false;
// Not walking // Not walking
if(heldDown) if (heldDown)
return "CROUCH"; return "CROUCH";
else if (heldTurnLeft) else if (heldTurnLeft)
return "TURNLEFT"; return "TURNLEFT";