* Fixed the walk vs fall animation.

* Tweaked a few things
This commit is contained in:
Teravus Ovares
2007-11-13 05:10:14 +00:00
parent 57b646b7ae
commit 10b41ba455
2 changed files with 71 additions and 7 deletions

View File

@@ -458,7 +458,7 @@ namespace OpenSim.Region.Environment.Scenes
+ (((float)m_visualParams[125] / 255.0f) / 1.5f);
if (PhysicsActor != null)
{
PhysicsVector SetSize = new PhysicsVector(0, 0, m_avHeight);
PhysicsVector SetSize = new PhysicsVector(0.45f, 0.6f, m_avHeight);
PhysicsActor.Size = SetSize;
}
//OpenSim.Framework.Console.MainLog.Instance.Verbose("CLIENT", "Set Avatar Height to: " + (1.50856f + (((float)m_visualParams[25] / 255.0f) * (2.525506f - 1.50856f))).ToString() + "m" + " Leglength: " + ((float)m_visualParams[125]).ToString() + ":" + (((float)m_visualParams[125] / 255.0f)).ToString() + "m");
@@ -681,11 +681,11 @@ namespace OpenSim.Region.Environment.Scenes
}
else
{
if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z > 6)
if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6)
{
SendAnimPack(Animations.AnimsLLUUID["FALLDOWN"], 1);
}
else if (!PhysicsActor.IsColliding && Velocity.Z > 0)
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && (m_movementflag & (uint) MainAvatar.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
{
SendAnimPack(Animations.AnimsLLUUID["JUMP"], 1);
}
@@ -716,11 +716,11 @@ namespace OpenSim.Region.Environment.Scenes
}
else
{
if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z > 6 && !m_physicsActor.Flying)
if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying)
{
SendAnimPack(Animations.AnimsLLUUID["FALLDOWN"], 1);
}
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying)
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying && (m_movementflag & (uint) MainAvatar.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
{
SendAnimPack(Animations.AnimsLLUUID["JUMP"], 1);
}