extract ground sit code into SP.HandleAgentSitOnGround() for consistency with other sitting code.
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6ce3daff94
commit
a3052e40ad
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@ -163,7 +163,11 @@ namespace OpenSim.Region.Framework.Scenes
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private uint m_requestedSitTargetID;
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private UUID m_requestedSitTargetUUID;
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public bool SitGround = false;
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/// <summary>
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/// Are we sitting on the ground?
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/// </summary>
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public bool SitGround { get; private set; }
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private SendCourseLocationsMethod m_sendCourseLocationsMethod;
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@ -1410,17 +1414,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
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{
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m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
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Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
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// TODO: This doesn't prevent the user from walking yet.
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// Setting parent ID would fix this, if we knew what value
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// to use. Or we could add a m_isSitting variable.
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//Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
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SitGround = true;
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RemoveFromPhysicalScene();
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}
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HandleAgentSitOnGround();
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// In the future, these values might need to go global.
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// Here's where you get them.
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@ -2314,6 +2308,19 @@ namespace OpenSim.Region.Framework.Scenes
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SendAvatarDataToAllAgents();
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}
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public void HandleAgentSitOnGround()
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{
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m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
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Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
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// TODO: This doesn't prevent the user from walking yet.
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// Setting parent ID would fix this, if we knew what value
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// to use. Or we could add a m_isSitting variable.
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//Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
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SitGround = true;
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RemoveFromPhysicalScene();
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}
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/// <summary>
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/// Event handler for the 'Always run' setting on the client
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/// Tells the physics plugin to increase speed of movement.
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