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* Adds a test for if the collision is at the bottom of the capsule on avatar. This prevents the 'double jump' capability that's been occurring for ages when avatar collide with prim on the side.
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@@ -835,7 +835,18 @@ namespace OpenSim.Region.Physics.OdePlugin
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// allows us to have different settings
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// We only need to test p2 for 'jump crouch purposes'
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p2.IsColliding = true;
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if (p2 is OdeCharacter)
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{
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// Testing if the collision is at the feet of the avatar
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//m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
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if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
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p2.IsColliding = true;
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}
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else
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{
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p2.IsColliding = true;
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}
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//if ((framecount % m_returncollisions) == 0)
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