Reverted: * Fix the unscripted sit rotation being incorrect .. will commit a proper fix now.

avinationmerge
meta7 2010-08-07 22:19:26 -07:00
parent 12dd97c9f8
commit f9b5f23383
1 changed files with 3 additions and 7 deletions

View File

@ -2053,13 +2053,9 @@ namespace OpenSim.Region.Framework.Scenes
//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
//NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
Quaternion roffset = Quaternion.Identity;
if (SitTargetisSet)
{
roffset = part.RotationOffset;
}
ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * roffset) + part.OffsetPosition), sitOrientation / part.RotationOffset, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
// This calls HandleAgentSit twice, once from here, and the client calls
// HandleAgentSit itself after it gets to the location
// It doesn't get to the location until we've moved them there though
@ -2444,7 +2440,7 @@ namespace OpenSim.Region.Framework.Scenes
}
m_linkedPrim = part.UUID;
m_offsetRotation = m_offsetRotation / part.RotationOffset;
Velocity = Vector3.Zero;
RemoveFromPhysicalScene();
Animator.TrySetMovementAnimation(sitAnimation);