bug fix: leave jumping state only to landing, without fallback into
onsurface, etcavinationmerge
parent
4ae960a4f0
commit
6f149ef6ae
|
@ -307,15 +307,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
);
|
||||
|
||||
// Check control flags
|
||||
/* not in use
|
||||
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 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);
|
||||
*/
|
||||
/* not in use
|
||||
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 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 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 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
|
||||
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);
|
||||
|
@ -432,7 +432,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
#region Jumping // section added for jumping...
|
||||
|
||||
if (isColliding && heldUp && currentControlState != motionControlStates.jumping)
|
||||
{
|
||||
{
|
||||
// Start jumping, prejump
|
||||
currentControlState = motionControlStates.jumping;
|
||||
m_jumping = true;
|
||||
|
@ -465,6 +465,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
m_jumping = true;
|
||||
return "JUMP";
|
||||
}
|
||||
return CurrentMovementAnimation;
|
||||
}
|
||||
|
||||
#endregion Jumping
|
||||
|
@ -508,7 +509,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
// next section moved outside paren. and realigned for jumping
|
||||
|
||||
if (heldOnXY)
|
||||
|
@ -530,12 +530,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
return "WALK";
|
||||
}
|
||||
}
|
||||
else if (!m_jumping)
|
||||
else
|
||||
{
|
||||
currentControlState = motionControlStates.onsurface;
|
||||
Falling = false;
|
||||
// Not walking
|
||||
if(heldDown)
|
||||
if (heldDown)
|
||||
return "CROUCH";
|
||||
else if (heldTurnLeft)
|
||||
return "TURNLEFT";
|
||||
|
|
Loading…
Reference in New Issue