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
Charles Krinke 2008-08-11 21:27:31 +00:00
parent 54af3b4f4d
commit 2cee5abcac
2 changed files with 22 additions and 19 deletions

View File

@ -2133,10 +2133,9 @@ namespace OpenSim.Region.ScriptEngine.Common
Deprecated("llMakeFire");
}
public void llRezObject(string inventory, LSL_Types.Vector3 pos, LSL_Types.Vector3 vel, LSL_Types.Quaternion rot, int param)
public void llRezAtRoot(string inventory, LSL_Types.Vector3 pos, LSL_Types.Vector3 vel, LSL_Types.Quaternion rot, int param)
{
m_host.AddScriptLPS(1);
//NotImplemented("llRezObject");
bool found = false;
// Instead of using return;, I'm using continue; because in our TaskInventory implementation
@ -2191,6 +2190,12 @@ namespace OpenSim.Region.ScriptEngine.Common
llSay(0, "Could not find object " + inventory);
}
public void llRezObject(string inventory, LSL_Types.Vector3 pos, LSL_Types.Vector3 vel, LSL_Types.Quaternion rot, int param)
{
// This just calls llRezAtRoot for now.... Lol.
llRezAtRoot( inventory, pos, vel, rot, param );
}
public void llLookAt(LSL_Types.Vector3 target, double strength, double damping)
{
m_host.AddScriptLPS(1);
@ -3209,7 +3214,10 @@ namespace OpenSim.Region.ScriptEngine.Common
public void llPushObject(string target, LSL_Types.Vector3 impulse, LSL_Types.Vector3 ang_impulse, int local)
{
m_host.AddScriptLPS(1);
NotImplemented("llPushObject");
SceneObjectPart targ = World.GetSceneObjectPart(target);
if( targ == null )
return;
targ.ApplyImpulse(new LLVector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0);
}
public void llPassCollisions(int pass)
@ -6459,13 +6467,6 @@ namespace OpenSim.Region.ScriptEngine.Common
return tokens;
}
public void llRezAtRoot(string inventory, LSL_Types.Vector3 position, LSL_Types.Vector3 velocity,
LSL_Types.Quaternion rot, int param)
{
m_host.AddScriptLPS(1);
NotImplemented("llRezAtRoot");
}
public LSL_Types.LSLInteger llGetObjectPermMask(int mask)
{
m_host.AddScriptLPS(1);

View File

@ -1985,7 +1985,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
NotImplemented("llMakeFire");
}
public void llRezObject(string inventory, LSL_Types.Vector3 pos, LSL_Types.Vector3 vel, LSL_Types.Quaternion rot, int param)
public void llRezAtRoot(string inventory, LSL_Types.Vector3 pos, LSL_Types.Vector3 vel, LSL_Types.Quaternion rot, int param)
{
m_host.AddScriptLPS(1);
//NotImplemented("llRezObject");
@ -2048,6 +2048,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
llSay(0, "Could not find object " + inventory);
}
public void llRezObject(string inventory, LSL_Types.Vector3 pos, LSL_Types.Vector3 vel, LSL_Types.Quaternion rot, int param)
{
// This just calls llRezAtRoot for now.... Lol.
llRezAtRoot( inventory, pos, vel, rot, param );
}
public void llLookAt(LSL_Types.Vector3 target, double strength, double damping)
{
m_host.AddScriptLPS(1);
@ -3150,7 +3156,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public void llPushObject(string target, LSL_Types.Vector3 impulse, LSL_Types.Vector3 ang_impulse, int local)
{
m_host.AddScriptLPS(1);
NotImplemented("llPushObject");
SceneObjectPart targ = World.GetSceneObjectPart(target);
if( targ == null )
return;
targ.ApplyImpulse(new LLVector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0);
}
public void llPassCollisions(int pass)
@ -6236,13 +6245,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return tokens;
}
public void llRezAtRoot(string inventory, LSL_Types.Vector3 position, LSL_Types.Vector3 velocity,
LSL_Types.Quaternion rot, int param)
{
m_host.AddScriptLPS(1);
NotImplemented("llRezAtRoot");
}
public LSL_Types.LSLInteger llGetObjectPermMask(int mask)
{
m_host.AddScriptLPS(1);