From b527901556301ae3ba4f088018bf36b757c4e406 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Fri, 11 Nov 2011 23:10:43 +0000 Subject: [PATCH] As with prim sitting avatars, make an avatar phantom when it sits on the ground and solid again when it stands. This is to avoid http://opensimulator.org/mantis/view.php?id=5783 when a collision with a ground sitting avatar causes that avatar to automatically stand and sometimes not be able to move A better solution may be to keep gound sitting avatars solid but remove their collision status. However, this requires some physics code work. --- .../Region/Framework/Scenes/ScenePresence.cs | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 97c0986942..bb77f77d40 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1351,6 +1351,7 @@ namespace OpenSim.Region.Framework.Scenes // to use. Or we could add a m_isSitting variable. //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); SitGround = true; + RemoveFromPhysicalScene(); } // In the future, these values might need to go global. @@ -1811,12 +1812,16 @@ namespace OpenSim.Region.Framework.Scenes /// public void StandUp() { +// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); + SitGround = false; + if (PhysicsActor == null) + AddToPhysicalScene(false); if (m_parentID != 0) { - m_log.Debug("StandupCode Executed"); - SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); + SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID); + if (part != null) { TaskInventoryDictionary taskIDict = part.TaskInventory; @@ -1844,13 +1849,8 @@ namespace OpenSim.Region.Framework.Scenes ControllingClient.SendClearFollowCamProperties(part.ParentUUID); } - if (m_physicsActor == null) - { - AddToPhysicalScene(false); - } - - m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); - m_parentPosition = Vector3.Zero; + m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); + ParentPosition = Vector3.Zero; m_parentID = 0; SendAvatarDataToAllAgents();