Fixed a movement regression - Kitto's jump code is no longer needed (plus it's an eyesore)

avinationmerge
Tom 2011-09-14 19:34:03 -07:00
parent 1129b80629
commit e15917f465
1 changed files with 8 additions and 36 deletions

View File

@ -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