Fixed a movement regression - Kitto's jump code is no longer needed (plus it's an eyesore)
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				|  | @ -3620,45 +3620,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
|         /// </summary> | ||||
|         public override void UpdateMovement() | ||||
|         { | ||||
|             if (Animator!=null)             // add for jumping | ||||
|             {                               // add for jumping | ||||
|                 // if (!m_animator.m_jumping)  // add for jumping | ||||
|                 // {                           // add for jumping | ||||
|             if (m_forceToApply.HasValue) | ||||
|             { | ||||
|                 Vector3 force = m_forceToApply.Value; | ||||
| 
 | ||||
|                     if (m_forceToApply.HasValue)    // this section realigned | ||||
|                     { | ||||
|                 m_updateflag = true; | ||||
| 
 | ||||
|                         Vector3 force = m_forceToApply.Value; | ||||
|                         m_updateflag = true; | ||||
| if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity;     // add for jumping | ||||
|                         Velocity = force; | ||||
| //Console.WriteLine("UM1 {0}", Velocity); | ||||
|                         m_forceToApply = null; | ||||
|                     } | ||||
|                     else | ||||
|                     { | ||||
|                         if (m_isNudging) | ||||
|                         { | ||||
|                             Vector3 force = Vector3.Zero; | ||||
|                 Velocity = force; | ||||
| 
 | ||||
|                             m_updateflag = true; | ||||
| if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity;     // add for jumping | ||||
|                             Velocity = force; | ||||
| //Console.WriteLine("UM2 {0}", Velocity); | ||||
|                             m_isNudging = false; | ||||
|                            	m_updateCount = UPDATE_COUNT;			//KF: Update anims to pickup "STAND" | ||||
|                         } | ||||
|                         else      // add for jumping | ||||
|                         {  // add for jumping | ||||
|                             Vector3 force = Vector3.Zero;     // add for jumping | ||||
| if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity;     // add for jumping | ||||
| //Console.WriteLine("UM3 {0}", Velocity); | ||||
|                             Velocity = force;     // add for jumping | ||||
|                         } | ||||
|                     } | ||||
|               //  }                                   // end realign | ||||
|             }                               // add for jumping | ||||
|         }                                   // add for jumping | ||||
|                 m_forceToApply = null; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         /// <summary> | ||||
|         /// Adds a physical representation of the avatar to the Physics plugin | ||||
|  |  | |||
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