diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 016ce797e1..c062594e09 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -573,7 +573,7 @@ namespace OpenSim.Region.Framework.Scenes
///
/// Record user movement inputs.
///
- public uint MovementFlag { get; private set; }
+ public uint MovementFlags { get; private set; }
///
/// Is the agent stop control flag currently active?
@@ -1070,7 +1070,7 @@ namespace OpenSim.Region.Framework.Scenes
// velocities
private const float AgentControlStopSlowVel = 0.2f * 4.096f;
- public const float AgentControlMidVel = 0.4f * 4.096f;
+ public const float AgentControlMidVel = 0.6f * 4.096f;
public const float AgentControlNormalVel = 1.0f * 4.096f;
// old normal speed was tuned to match sl normal plus Fast modifiers
@@ -1552,7 +1552,7 @@ namespace OpenSim.Region.Framework.Scenes
// If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
// stall on the border crossing since the existing child agent will still have the last movement
// recorded, which stops the input from being processed.
- MovementFlag = 0;
+ MovementFlags = 0;
m_scene.AuthenticateHandler.UpdateAgentChildStatus(ControllingClient.CircuitCode, false);
@@ -1663,7 +1663,7 @@ namespace OpenSim.Region.Framework.Scenes
// as teleporting back
TeleportFlags = TeleportFlags.Default;
- MovementFlag = 0;
+ MovementFlags = 0;
// It looks like Animator is set to null somewhere, and MakeChild
// is called after that. Probably in aborted teleports.