Mantis#1921. Thank you kindly, Leaf for a patch that:
llRezObject changed to llRezAtRoot. llRezObject implemented to call llRezAtRoot until I can figure out how to calculate a bounding box. Partial implementation of llPushObject (no angular impulse applied)0.6.0-stable
parent
54af3b4f4d
commit
2cee5abcac
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@ -2133,10 +2133,9 @@ namespace OpenSim.Region.ScriptEngine.Common
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Deprecated("llMakeFire");
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}
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public void llRezObject(string inventory, LSL_Types.Vector3 pos, LSL_Types.Vector3 vel, LSL_Types.Quaternion rot, int param)
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public void llRezAtRoot(string inventory, LSL_Types.Vector3 pos, LSL_Types.Vector3 vel, LSL_Types.Quaternion rot, int param)
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{
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m_host.AddScriptLPS(1);
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//NotImplemented("llRezObject");
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bool found = false;
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// Instead of using return;, I'm using continue; because in our TaskInventory implementation
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@ -2191,6 +2190,12 @@ namespace OpenSim.Region.ScriptEngine.Common
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llSay(0, "Could not find object " + inventory);
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}
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public void llRezObject(string inventory, LSL_Types.Vector3 pos, LSL_Types.Vector3 vel, LSL_Types.Quaternion rot, int param)
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{
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// This just calls llRezAtRoot for now.... Lol.
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llRezAtRoot( inventory, pos, vel, rot, param );
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}
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public void llLookAt(LSL_Types.Vector3 target, double strength, double damping)
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{
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m_host.AddScriptLPS(1);
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@ -3209,7 +3214,10 @@ namespace OpenSim.Region.ScriptEngine.Common
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public void llPushObject(string target, LSL_Types.Vector3 impulse, LSL_Types.Vector3 ang_impulse, int local)
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{
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m_host.AddScriptLPS(1);
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NotImplemented("llPushObject");
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SceneObjectPart targ = World.GetSceneObjectPart(target);
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if( targ == null )
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return;
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targ.ApplyImpulse(new LLVector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0);
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}
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public void llPassCollisions(int pass)
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@ -6459,13 +6467,6 @@ namespace OpenSim.Region.ScriptEngine.Common
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return tokens;
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}
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public void llRezAtRoot(string inventory, LSL_Types.Vector3 position, LSL_Types.Vector3 velocity,
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LSL_Types.Quaternion rot, int param)
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{
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m_host.AddScriptLPS(1);
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NotImplemented("llRezAtRoot");
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}
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public LSL_Types.LSLInteger llGetObjectPermMask(int mask)
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{
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m_host.AddScriptLPS(1);
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@ -1985,7 +1985,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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NotImplemented("llMakeFire");
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}
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public void llRezObject(string inventory, LSL_Types.Vector3 pos, LSL_Types.Vector3 vel, LSL_Types.Quaternion rot, int param)
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public void llRezAtRoot(string inventory, LSL_Types.Vector3 pos, LSL_Types.Vector3 vel, LSL_Types.Quaternion rot, int param)
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{
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m_host.AddScriptLPS(1);
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//NotImplemented("llRezObject");
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@ -2048,6 +2048,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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llSay(0, "Could not find object " + inventory);
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}
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public void llRezObject(string inventory, LSL_Types.Vector3 pos, LSL_Types.Vector3 vel, LSL_Types.Quaternion rot, int param)
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{
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// This just calls llRezAtRoot for now.... Lol.
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llRezAtRoot( inventory, pos, vel, rot, param );
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}
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public void llLookAt(LSL_Types.Vector3 target, double strength, double damping)
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{
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m_host.AddScriptLPS(1);
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@ -3150,7 +3156,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public void llPushObject(string target, LSL_Types.Vector3 impulse, LSL_Types.Vector3 ang_impulse, int local)
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{
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m_host.AddScriptLPS(1);
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NotImplemented("llPushObject");
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SceneObjectPart targ = World.GetSceneObjectPart(target);
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if( targ == null )
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return;
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targ.ApplyImpulse(new LLVector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0);
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}
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public void llPassCollisions(int pass)
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@ -6236,13 +6245,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return tokens;
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}
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public void llRezAtRoot(string inventory, LSL_Types.Vector3 position, LSL_Types.Vector3 velocity,
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LSL_Types.Quaternion rot, int param)
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{
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m_host.AddScriptLPS(1);
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NotImplemented("llRezAtRoot");
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}
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public LSL_Types.LSLInteger llGetObjectPermMask(int mask)
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{
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m_host.AddScriptLPS(1);
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