eliminate the rotation parameter from SP.HandleMoveToTargetUpdate(). This can just use the currently set Rotation

looks like I spoke to soon about eliminating jerkiness on "go here"/autopilot.  It's still there.
This commit is contained in:
Justin Clark-Casey (justincc)
2011-08-11 03:05:51 +01:00
parent 36f7d36fa1
commit 1aa1711893
2 changed files with 10 additions and 6 deletions

View File

@@ -81,6 +81,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
if (presence.PhysicsActor.Flying)
{
// A horrible hack to stop the NPC dead in its tracks rather than having them overshoot
// the target if flying.
// We really need to be more subtle (slow the avatar as it approaches the target) or at
// least be able to set collision status once, rather than 5 times to give it enough
// weighting so that that PhysicsActor thinks it really is colliding.
for (int i = 0; i < 5; i++)
presence.PhysicsActor.IsColliding = true;
@@ -106,7 +111,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
Vector3 agent_control_v3 = new Vector3();
presence.HandleMoveToTargetUpdate(ref agent_control_v3, presence.Rotation);
presence.HandleMoveToTargetUpdate(ref agent_control_v3);
presence.AddNewMovement(agent_control_v3);
}
//