* Move the 'On Collision Update Movement Animation' routine to above the 'm_invulnerable' test. It doesn't fix anything but it should really be there anyway.

prioritization
Teravus Ovares (Dan Olivares) 2009-10-10 01:16:34 -04:00
parent 3f78ff6ee0
commit 798bce592f
1 changed files with 8 additions and 3 deletions

View File

@ -3417,7 +3417,13 @@ namespace OpenSim.Region.Framework.Scenes
// Event called by the physics plugin to tell the avatar about a collision. // Event called by the physics plugin to tell the avatar about a collision.
private void PhysicsCollisionUpdate(EventArgs e) private void PhysicsCollisionUpdate(EventArgs e)
{ {
if ((e == null) || m_invulnerable) if (e == null)
return;
if (Velocity.X > 0 || Velocity.Y > 0)
UpdateMovementAnimations();
if (m_invulnerable)
return; return;
CollisionEventUpdate collisionData = (CollisionEventUpdate)e; CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
Dictionary<uint, float> coldata = collisionData.m_objCollisionList; Dictionary<uint, float> coldata = collisionData.m_objCollisionList;
@ -3455,8 +3461,7 @@ namespace OpenSim.Region.Framework.Scenes
m_scene.EventManager.TriggerAvatarKill(killerObj, this); m_scene.EventManager.TriggerAvatarKill(killerObj, this);
} }
if (Velocity.X > 0 || Velocity.Y > 0)
UpdateMovementAnimations();
} }
public void setHealthWithUpdate(float health) public void setHealthWithUpdate(float health)