dont do recoil on llRezObject called from attachments, as seem to happen
at slavinationmerge
parent
140c0b3bb8
commit
07074d068b
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@ -3269,6 +3269,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (new_groups == null)
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return;
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bool notAttachment = !m_host.ParentGroup.IsAttachment;
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foreach (SceneObjectGroup group in new_groups)
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{
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// objects rezzed with this method are die_at_edge by default.
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@ -3282,17 +3284,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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group.RootPart.UUID.ToString()) },
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new DetectParams[0]));
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float groupmass = group.GetMass();
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PhysicsActor pa = group.RootPart.PhysActor;
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//Recoil.
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if (pa != null && pa.IsPhysical && (Vector3)vel != Vector3.Zero)
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if (notAttachment)
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{
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Vector3 recoil = -vel * groupmass * m_recoilScaleFactor;
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if (recoil != Vector3.Zero)
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float groupmass = group.GetMass();
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PhysicsActor pa = group.RootPart.PhysActor;
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//Recoil.
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if (pa != null && pa.IsPhysical && (Vector3)vel != Vector3.Zero)
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{
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llApplyImpulse(recoil, 0);
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Vector3 recoil = -vel * groupmass * m_recoilScaleFactor;
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if (recoil != Vector3.Zero)
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{
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llApplyImpulse(recoil, 0);
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}
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}
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}
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// Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
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