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remove effect of avatar mass, so all jump similar height
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@@ -449,7 +449,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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m_animTickJump = Environment.TickCount - PREJUMP_DELAY - 1;
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currentControlState = motionControlStates.jumping;
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m_scenePresence.Jump(18f);
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m_scenePresence.Jump(9.4f);
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return "JUMP";
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}
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@@ -465,7 +465,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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// jump up
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isJumping = true;
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currentControlState = motionControlStates.jumping;
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m_scenePresence.Jump(18f);
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m_scenePresence.Jump(9.4f);
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return "JUMP";
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}
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@@ -688,7 +688,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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public override void AvatarJump(float impulseZ)
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{
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AddForce(false, new OMV.Vector3(0, 0, 0.22f * impulseZ / PhysScene.m_fixedTimeStep));
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AddForce(false, new OMV.Vector3(0, 0, 0.22f * Mass * impulseZ / PhysScene.m_fixedTimeStep));
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}
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public override void AddForce(OMV.Vector3 force, bool pushforce)
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@@ -745,7 +745,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
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public override void AvatarJump(float forceZ)
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{
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m_pidControllerActive = false;
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m_taintForce += new Vector3(0, 0, forceZ / _parent_scene.ODE_STEPSIZE);
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m_taintForce += new Vector3(0, 0, m_mass * forceZ / _parent_scene.ODE_STEPSIZE);
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_parent_scene.AddPhysicsActorTaint(this);
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}
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@@ -808,7 +808,8 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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public override void AvatarJump(float impulseZ)
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{
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AddChange(changes.Force, new Vector3(0, 0, impulseZ * m_sceneInverseTimeStep));
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// convert back to force and remove mass effect
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AddChange(changes.Force, new Vector3(0, 0, impulseZ * m_sceneInverseTimeStep * m_mass));
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}
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public override void AddAngularForce(Vector3 force, bool pushforce)
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