Fix previous commit to ignore water height and allow flying underwater (swimming)

Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
0.8.0.3
AliciaRaven 2014-06-18 04:13:45 +01:00 committed by Justin Clark-Casey
parent fa1f6031ca
commit 6f582aeaff
1 changed files with 1 additions and 16 deletions

View File

@ -139,21 +139,6 @@ public class BSActorAvatarMove : BSActor
} }
} }
private float ComputeMinFlightHeight()
{
float waterHeight = m_physicsScene.TerrainManager.GetWaterLevelAtXYZ(m_controllingPrim.RawPosition);
float groundHeight = m_physicsScene.TerrainManager.GetTerrainHeightAtXYZ(m_controllingPrim.RawPosition);
if (groundHeight > waterHeight)
{
return groundHeight + 8f;
}
else
{
return waterHeight + 8f;
}
}
private void DeactivateAvatarMove() private void DeactivateAvatarMove()
{ {
if (m_velocityMotor != null) if (m_velocityMotor != null)
@ -283,7 +268,7 @@ public class BSActorAvatarMove : BSActor
//Alicia: Maintain minimum height when flying //Alicia: Maintain minimum height when flying
if (m_controllingPrim.Flying) if (m_controllingPrim.Flying)
{ {
float hover_height = ComputeMinFlightHeight(); float hover_height = m_physicsScene.TerrainManager.GetTerrainHeightAtXYZ(m_controllingPrim.RawPosition) + 8f;
if( m_controllingPrim.Position.Z < hover_height) if( m_controllingPrim.Position.Z < hover_height)
{ {