Fixed a movement regression - Kitto's jump code is no longer needed (plus it's an eyesore)
parent
1129b80629
commit
e15917f465
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@ -3620,45 +3620,17 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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public override void UpdateMovement()
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public override void UpdateMovement()
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{
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{
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if (Animator!=null) // add for jumping
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if (m_forceToApply.HasValue)
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{ // add for jumping
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{
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// if (!m_animator.m_jumping) // add for jumping
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Vector3 force = m_forceToApply.Value;
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// { // add for jumping
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if (m_forceToApply.HasValue) // this section realigned
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m_updateflag = true;
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{
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Vector3 force = m_forceToApply.Value;
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Velocity = force;
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m_updateflag = true;
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if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
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Velocity = force;
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//Console.WriteLine("UM1 {0}", Velocity);
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m_forceToApply = null;
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}
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else
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{
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if (m_isNudging)
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{
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Vector3 force = Vector3.Zero;
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m_updateflag = true;
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m_forceToApply = null;
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if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
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}
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Velocity = force;
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}
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//Console.WriteLine("UM2 {0}", Velocity);
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m_isNudging = false;
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m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
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}
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else // add for jumping
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{ // add for jumping
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Vector3 force = Vector3.Zero; // add for jumping
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if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
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//Console.WriteLine("UM3 {0}", Velocity);
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Velocity = force; // add for jumping
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}
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}
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// } // end realign
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} // add for jumping
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} // add for jumping
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/// <summary>
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/// <summary>
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/// Adds a physical representation of the avatar to the Physics plugin
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/// Adds a physical representation of the avatar to the Physics plugin
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