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If SP.MoveToTarget has been called with a force walk, begin by landing the avatar.
There is a bug here - once an avatar has landed it glides to its new position instead of performing a walk animation
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@@ -1723,7 +1723,9 @@ namespace OpenSim.Region.Framework.Scenes
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"[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
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Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
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if (!noFly && pos.Z > terrainHeight)
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if (noFly)
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PhysicsActor.Flying = false;
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else if (pos.Z > terrainHeight)
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PhysicsActor.Flying = true;
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MovingToTarget = true;
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@@ -258,7 +258,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override bool Flying
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{
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get { return flying; }
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set { flying = value; }
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set
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{
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flying = value;
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// m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
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}
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}
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/// <summary>
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