Merge branch 'master' into careminster-presence-refactor
commit
a1ab2a2244
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@ -464,16 +464,33 @@ namespace OpenSim.Region.Framework.Scenes
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// if (actor != null)
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// if (actor != null)
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if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
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if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
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m_pos = actor.Position;
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m_pos = actor.Position;
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else // OS Mantis #4063
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{ // OS Mantis #4063
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// OpenSim Mantis #4063. Obtain the correct position of a seated avatar. In addition
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// to providing the correct position while the avatar is seated, this value will also
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// be used as the location to unsit to.
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//
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// If m_parentID is not 0, assume we are a seated avatar and we should return the
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// position based on the sittarget offset and rotation of the prim we are seated on.
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//
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// Generally, m_pos will contain the position of the avator in the sim unless the avatar
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// is on a sit target. While on a sit target, m_pos will contain the desired offset
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// without the parent rotation applied.
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if (m_parentID != 0) // OS Mantis #4063
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{
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SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); // OS Mantis #4063
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if (part != null) // OS Mantis #4063
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{ // OS Mantis #4064
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return m_parentPosition + (m_pos * part.GetWorldRotation()); // OS Mantis #4063
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}
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else // OS Mantis #4064
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{ // OS Mantis #4063
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return m_parentPosition + m_pos; // OS Mantis #4064
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} // OS Mantis #4063
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} // OS Mantis #4063
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} // OS Mantis #4063
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// If we're sitting, we need to update our position
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return m_pos; // OS Mantis #4063
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if (m_parentID != 0)
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{
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SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
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if (part != null)
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m_parentPosition = part.AbsolutePosition;
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}
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return m_parentPosition + m_pos;
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}
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}
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set
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set
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{
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{
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