Add method doc to SPA.Falling and use automatic private get property
parent
c5c079f6aa
commit
ba163ab05b
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@ -61,11 +61,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public bool m_jumping = false;
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public float m_jumpVelocity = 0f;
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// private int m_landing = 0;
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public bool Falling
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{
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get { return m_falling; }
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}
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private bool m_falling = false;
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/// <summary>
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/// Is the avatar falling?
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/// </summary>
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public bool Falling { get; private set; }
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private float m_fallHeight;
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/// <value>
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@ -223,7 +224,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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m_animTickFall = 0;
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m_animTickJump = 0;
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m_jumping = false;
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m_falling = false;
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Falling = false;
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m_jumpVelocity = 0f;
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actor.Selected = false;
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m_fallHeight = actor.Position.Z; // save latest flying height
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@ -259,7 +260,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
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if (!m_jumping && (fallVelocity < -3.0f))
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m_falling = true;
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Falling = true;
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if (m_animTickFall == 0 || (fallVelocity >= 0.0f))
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{
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@ -289,7 +290,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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// Start jumping, prejump
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m_animTickFall = 0;
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m_jumping = true;
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m_falling = false;
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Falling = false;
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actor.Selected = true; // borrowed for jumping flag
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m_animTickJump = Environment.TickCount;
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m_jumpVelocity = 0.35f;
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@ -302,7 +303,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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{
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// end jumping
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m_jumping = false;
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m_falling = false;
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Falling = false;
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actor.Selected = false; // borrowed for jumping flag
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m_jumpVelocity = 0f;
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m_animTickFall = Environment.TickCount;
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@ -329,7 +330,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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if (CurrentMovementAnimation == "FALLDOWN")
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{
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m_falling = false;
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Falling = false;
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m_animTickFall = Environment.TickCount;
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// TODO: SOFT_LAND support
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float fallHeight = m_fallHeight - actor.Position.Z;
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@ -363,7 +364,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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if (move.X != 0f || move.Y != 0f)
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{
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m_fallHeight = actor.Position.Z; // save latest flying height
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m_falling = false;
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Falling = false;
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// Walking / crouchwalking / running
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if (move.Z < 0f)
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return "CROUCHWALK";
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@ -374,7 +375,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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}
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else if (!m_jumping)
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{
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m_falling = false;
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Falling = false;
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// Not walking
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if (move.Z < 0)
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return "CROUCH";
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@ -387,7 +388,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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}
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#endregion Ground Movement
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m_falling = false;
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Falling = false;
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return CurrentMovementAnimation;
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}
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