reduce some avatar engine strenght
parent
44a42efa4b
commit
c3a1d6b5ef
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@ -928,7 +928,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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IsColliding = true;
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}
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}
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/*
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if (contact.normal.Z < 0.2f)
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{
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contact.normal.Z = 0;
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@ -940,6 +940,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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contact.normal.Y *= t;
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}
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}
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*/
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return true;
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}
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@ -1203,8 +1204,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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// Avatar to Avatar collisions
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// Prim to avatar collisions
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vec.X = -vel.X * PID_D * 2 + (_zeroPosition.X - localpos.X) * (PID_P * 5);
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vec.Y = -vel.Y * PID_D * 2 + (_zeroPosition.Y - localpos.Y) * (PID_P * 5);
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vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 5);
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vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 5);
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if (flying)
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{
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vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
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@ -1225,7 +1226,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (ctz.Z > 0f)
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{
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// moving up or JUMPING
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vec.Z += (ctz.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
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vec.Z += (ctz.Z - vel.Z) * PID_D;
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vec.X += (ctz.X - vel.X) * (PID_D);
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vec.Y += (ctz.Y - vel.Y) * (PID_D);
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}
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@ -1235,7 +1236,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (ctz.Z == 0)
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{
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if (vel.Z > 0)
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vec.Z -= vel.Z * PID_D * 2.0f;
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vec.Z -= vel.Z * PID_D;
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vec.X += (ctz.X - vel.X) * (PID_D);
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vec.Y += (ctz.Y - vel.Y) * (PID_D);
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}
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@ -1243,7 +1244,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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else
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{
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if (ctz.Z < vel.Z)
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vec.Z += (ctz.Z - vel.Z) * PID_D * 2.0f;
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vec.Z += (ctz.Z - vel.Z) * PID_D;
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else
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{
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}
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@ -1262,7 +1263,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// We're flying and colliding with something
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vec.X += (ctz.X - vel.X) * (PID_D * 0.0625f);
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vec.Y += (ctz.Y - vel.Y) * (PID_D * 0.0625f);
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vec.Z += (ctz.Z - vel.Z) * (PID_D);
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vec.Z += (ctz.Z - vel.Z) * (PID_D * 0.0625f);
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}
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}
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else // ie not colliding
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@ -1270,8 +1271,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (flying) //(!m_iscolliding && flying)
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{
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// we're in mid air suspended
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vec.X += (ctz.X - vel.X) * (PID_D * 1.667f);
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vec.Y += (ctz.Y - vel.Y) * (PID_D * 1.667f);
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vec.X += (ctz.X - vel.X) * (PID_D);
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vec.Y += (ctz.Y - vel.Y) * (PID_D);
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vec.Z += (ctz.Z - vel.Z) * (PID_D);
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}
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