From d4eee213a912a37ddd64117f96fb8f7959d7c2ec Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Tue, 29 Apr 2014 20:05:08 +0100 Subject: [PATCH] Restore terrain height and flying adjustments that were eliminated from non-megaregion paths in ScenePresence.MoveToTarget() by recent patch bc969a6b --- .../Region/Framework/Scenes/ScenePresence.cs | 48 +++++++++---------- 1 file changed, 24 insertions(+), 24 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 772b61300a..73fe1b71b0 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2460,6 +2460,8 @@ namespace OpenSim.Region.Framework.Scenes || pos.Z < 0) return; + Scene targetScene = m_scene; + // Vector3 heightAdjust = new Vector3(0, 0, Appearance.AvatarHeight / 2); // pos += heightAdjust; // @@ -2474,34 +2476,32 @@ namespace OpenSim.Region.Framework.Scenes //COMMENT: If its only nessesary in a megaregion, why do it on normal region's too? - if (regionCombinerModule != null) - { - int X = (int)((m_scene.RegionInfo.WorldLocX) + pos.X); - int Y = (int)((m_scene.RegionInfo.WorldLocY) + pos.Y); - GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y); - // If X and Y is NaN, target_region will be null - if (target_region == null) - return; - UUID target_regionID = target_region.RegionID; - Scene targetScene = m_scene; + if (regionCombinerModule != null) + { + int x = (int)((m_scene.RegionInfo.WorldLocX) + pos.X); + int y = (int)((m_scene.RegionInfo.WorldLocY) + pos.Y); + GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, x, y); - if (!SceneManager.Instance.TryGetScene(target_regionID, out targetScene)) - targetScene = m_scene; + // If X and Y is NaN, target_region will be null + if (target_region == null) + return; + + SceneManager.Instance.TryGetScene(target_region.RegionID, out targetScene); + } - float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % regionSize.X), (int)(pos.Y % regionSize.Y)]; - pos.Z = Math.Max(terrainHeight, pos.Z); + float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % regionSize.X), (int)(pos.Y % regionSize.Y)]; + pos.Z = Math.Max(terrainHeight, pos.Z); - // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is - // always slightly higher than the actual terrain height. - // FIXME: This constrains NPC movements as well, so should be somewhere else. - if (pos.Z - terrainHeight < 0.2) - pos.Z = terrainHeight; + // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is + // always slightly higher than the actual terrain height. + // FIXME: This constrains NPC movements as well, so should be somewhere else. + if (pos.Z - terrainHeight < 0.2) + pos.Z = terrainHeight; - if (noFly) - Flying = false; - else if (pos.Z > terrainHeight) - Flying = true; - } + if (noFly) + Flying = false; + else if (pos.Z > terrainHeight) + Flying = true; // m_log.DebugFormat( // "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",