Fix the unscripted sit rotation being incorrect (relative to the prim). Note that unscripted sit offset is still really poor but this is not something i'm prepared to spend time on fixing.

avinationmerge
meta7 2010-08-07 17:32:36 -07:00
parent 19ab4c9508
commit acb1590cf0
1 changed files with 7 additions and 3 deletions

View File

@ -2053,9 +2053,13 @@ namespace OpenSim.Region.Framework.Scenes
//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
//NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
Quaternion roffset = Quaternion.Identity;
if (SitTargetisSet)
{
roffset = part.RotationOffset;
}
ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * roffset) + part.OffsetPosition), sitOrientation / part.RotationOffset, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
// This calls HandleAgentSit twice, once from here, and the client calls
// HandleAgentSit itself after it gets to the location
// It doesn't get to the location until we've moved them there though
@ -2441,7 +2445,7 @@ Console.WriteLine("Scripted Sit ofset {0}", m_pos);
}
m_linkedPrim = part.UUID;
m_offsetRotation = m_offsetRotation / part.RotationOffset;
Velocity = Vector3.Zero;
RemoveFromPhysicalScene();
Animator.TrySetMovementAnimation(sitAnimation);