Change name of just added OSSL osForceSit() to osForceOtherSit()

This is somewhat more in keeping with something like osForceAttachToOtherAvatarFromInventory()
and potentially allows a separate osForceSit() command with High threat rather than VeryHigh that only sits the owner and can be enabled without enabling sit of other avatars.
mb-throttle-test
Justin Clark-Casey (justincc) 2014-10-11 00:14:35 +01:00
parent 5acbbcb33f
commit 00b23e51ae
3 changed files with 12 additions and 11 deletions

View File

@ -880,9 +880,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
/// Does work if passed key (or keys if overloaded). /// Does work if passed key (or keys if overloaded).
/// </summary> /// </summary>
/// <param name="avatar"></param> /// <param name="avatar"></param>
public void osForceSit(string avatar) public void osForceOtherSit(string avatar)
{ {
CheckThreatLevel(ThreatLevel.VeryHigh, "osForceSit"); CheckThreatLevel(ThreatLevel.VeryHigh, "osForceOtherSit");
m_host.AddScriptLPS(1); m_host.AddScriptLPS(1);
@ -890,14 +890,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
} }
/// <summary> /// <summary>
/// Overload method of osForceSit(string avatar) to allow a script NOT in the target prim to force /// Overload method of osForceOtherSit(string avatar) to allow a script NOT in the target prim to force
/// an avatar to sit on the target prim using normal methods as if called by the client. /// an avatar to sit on the target prim using normal methods as if called by the client.
/// </summary> /// </summary>
/// <param name="avatar"></param> /// <param name="avatar"></param>
/// <param name="target"></param> /// <param name="target"></param>
public void osForceSit(string avatar, string target) public void osForceOtherSit(string avatar, string target)
{ {
CheckThreatLevel(ThreatLevel.VeryHigh, "osForceSit"); CheckThreatLevel(ThreatLevel.VeryHigh, "osForceOtherSit");
m_host.AddScriptLPS(1); m_host.AddScriptLPS(1);

View File

@ -363,8 +363,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
LSL_Float osGetHealth(string avatar); LSL_Float osGetHealth(string avatar);
void osCauseHealing(string avatar, double healing); void osCauseHealing(string avatar, double healing);
void osCauseDamage(string avatar, double damage); void osCauseDamage(string avatar, double damage);
void osForceSit(string avatar); void osForceOtherSit(string avatar);
void osForceSit(string avatar, string target); void osForceOtherSit(string avatar, string target);
LSL_List osGetPrimitiveParams(LSL_Key prim, LSL_List rules); LSL_List osGetPrimitiveParams(LSL_Key prim, LSL_List rules);
void osSetPrimitiveParams(LSL_Key prim, LSL_List rules); void osSetPrimitiveParams(LSL_Key prim, LSL_List rules);
void osSetProjectionParams(bool projection, LSL_Key texture, double fov, double focus, double amb); void osSetProjectionParams(bool projection, LSL_Key texture, double fov, double focus, double amb);

View File

@ -920,13 +920,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
m_OSSL_Functions.osCauseHealing(avatar, healing); m_OSSL_Functions.osCauseHealing(avatar, healing);
} }
public void osForceSit(string avatar) public void osForceOtherSit(string avatar)
{ {
m_OSSL_Functions.osForceSit(avatar); m_OSSL_Functions.osForceOtherSit(avatar);
} }
public void osForceSit(string avatar, string target)
public void osForceOtherSit(string avatar, string target)
{ {
m_OSSL_Functions.osForceSit(avatar, target); m_OSSL_Functions.osForceOtherSit(avatar, target);
} }
public LSL_List osGetPrimitiveParams(LSL_Key prim, LSL_List rules) public LSL_List osGetPrimitiveParams(LSL_Key prim, LSL_List rules)