If SP.MoveToTarget has been called with a force walk, begin by landing the avatar.

There is a bug here - once an avatar has landed it glides to its new position instead of performing a walk animation
bulletsim
Justin Clark-Casey (justincc) 2011-08-11 00:23:54 +01:00
parent 7f499ff3f3
commit 951ffad81e
2 changed files with 8 additions and 2 deletions

View File

@ -1723,7 +1723,9 @@ namespace OpenSim.Region.Framework.Scenes
"[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
if (!noFly && pos.Z > terrainHeight) if (noFly)
PhysicsActor.Flying = false;
else if (pos.Z > terrainHeight)
PhysicsActor.Flying = true; PhysicsActor.Flying = true;
MovingToTarget = true; MovingToTarget = true;

View File

@ -258,7 +258,11 @@ namespace OpenSim.Region.Physics.OdePlugin
public override bool Flying public override bool Flying
{ {
get { return flying; } get { return flying; }
set { flying = value; } set
{
flying = value;
// m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
}
} }
/// <summary> /// <summary>