diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index dc018bb5bd..652612e593 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2751,8 +2751,8 @@ namespace OpenSim.Region.Framework.Scenes { DCFlagKeyPressed = true; MovementFlag |= currflags; - update_movementflag |= (currflags ^ oldflags) != 0; - //update_movementflag |= currflags != 0; + //update_movementflag |= (currflags ^ oldflags) != 0; + update_movementflag = true; if ((currflags & CONTROL_FLAG_NUDGE_MASK) != 0) { diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs index 3fd3f2f0cf..e61ed073a5 100755 --- a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs @@ -686,9 +686,9 @@ namespace OpenSim.Region.PhysicsModule.BulletS set { _PIDTau = value; } } - public override void AvatarJump(float forceZ) + public override void AvatarJump(float impulseZ) { - AddForce(false, new OMV.Vector3(0, 0, 0.22f * forceZ / PhysScene.m_fixedTimeStep)); + AddForce(false, new OMV.Vector3(0, 0, 0.22f * impulseZ / PhysScene.m_fixedTimeStep)); } public override void AddForce(OMV.Vector3 force, bool pushforce) diff --git a/OpenSim/Region/PhysicsModules/ubOde/ODECharacter.cs b/OpenSim/Region/PhysicsModules/ubOde/ODECharacter.cs index 49524ec0c6..d7c6d2067a 100644 --- a/OpenSim/Region/PhysicsModules/ubOde/ODECharacter.cs +++ b/OpenSim/Region/PhysicsModules/ubOde/ODECharacter.cs @@ -806,9 +806,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde //m_lastUpdateSent = false; } - public override void AvatarJump(float forceZ) + public override void AvatarJump(float impulseZ) { - AddChange(changes.Force, new Vector3(0, 0, forceZ * m_sceneInverseTimeStep)); + AddChange(changes.Force, new Vector3(0, 0, impulseZ * m_sceneInverseTimeStep)); } public override void AddAngularForce(Vector3 force, bool pushforce)