Merge branch 'master' into careminster
Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.csavinationmerge
commit
d49d44923d
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@ -151,7 +151,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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const float PREJUMP_DELAY = 0.25f;
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#region Inputs
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if (m_scenePresence.SitGround)
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{
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return "SIT_GROUND_CONSTRAINED";
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}
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AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
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PhysicsActor actor = m_scenePresence.PhysicsActor;
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@ -129,6 +129,7 @@ namespace OpenSim.Region.Framework.Scenes
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private Vector3? m_forceToApply;
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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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private SendCourseLocationsMethod m_sendCourseLocationsMethod;
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@ -1299,8 +1300,17 @@ namespace OpenSim.Region.Framework.Scenes
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if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
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{
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<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
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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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=======
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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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>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
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}
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// In the future, these values might need to go global.
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@ -1540,7 +1550,11 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
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if (update_movementflag)
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=======
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if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround)
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>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
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Animator.UpdateMovementAnimations();
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m_scene.EventManager.TriggerOnClientMovement(this);
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@ -1651,8 +1665,12 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void StandUp()
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{
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if (SitGround)
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SitGround = false;
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if (m_parentID != 0)
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{
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m_log.Debug("StandupCode Executed");
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SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
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if (part != null)
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{
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