Fix previous commit to ignore water height and allow flying underwater (swimming)
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>0.8.0.3
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fa1f6031ca
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6f582aeaff
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@ -139,21 +139,6 @@ public class BSActorAvatarMove : BSActor
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}
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}
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private float ComputeMinFlightHeight()
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{
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float waterHeight = m_physicsScene.TerrainManager.GetWaterLevelAtXYZ(m_controllingPrim.RawPosition);
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float groundHeight = m_physicsScene.TerrainManager.GetTerrainHeightAtXYZ(m_controllingPrim.RawPosition);
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if (groundHeight > waterHeight)
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{
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return groundHeight + 8f;
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}
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else
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{
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return waterHeight + 8f;
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}
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}
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private void DeactivateAvatarMove()
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private void DeactivateAvatarMove()
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{
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{
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if (m_velocityMotor != null)
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if (m_velocityMotor != null)
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@ -283,7 +268,7 @@ public class BSActorAvatarMove : BSActor
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//Alicia: Maintain minimum height when flying
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//Alicia: Maintain minimum height when flying
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if (m_controllingPrim.Flying)
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if (m_controllingPrim.Flying)
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{
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{
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float hover_height = ComputeMinFlightHeight();
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float hover_height = m_physicsScene.TerrainManager.GetTerrainHeightAtXYZ(m_controllingPrim.RawPosition) + 8f;
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if( m_controllingPrim.Position.Z < hover_height)
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if( m_controllingPrim.Position.Z < hover_height)
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{
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{
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