Allow a null rotation to be passed in to RezObject so that we can control whether to use the serialized rotation or not. Not used yet.
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				|  | @ -2016,14 +2016,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
|         /// </summary> | ||||
|         /// <param name="sourcePart"></param> | ||||
|         /// <param name="item"></param> | ||||
|         /// <param name="pos"></param> | ||||
|         /// <param name="rot"></param> | ||||
|         /// <param name="vel"></param> | ||||
|         /// <param name="pos">The position of the rezzed object.</param> | ||||
|         /// <param name="rot">The rotation of the rezzed object.  If null, then the rotation stored with the object | ||||
|         /// will be used if it exists.</param> | ||||
|         /// <param name="vel">The velocity of the rezzed object.</param> | ||||
|         /// <param name="param"></param> | ||||
|         /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful</returns> | ||||
|         public virtual SceneObjectGroup RezObject( | ||||
|             SceneObjectPart sourcePart, TaskInventoryItem item, | ||||
|             Vector3 pos, Quaternion rot, Vector3 vel, int param) | ||||
|             SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion? rot, Vector3 vel, int param) | ||||
|         { | ||||
|             if (null == item) | ||||
|                 return null; | ||||
|  | @ -2042,7 +2042,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
|                     sourcePart.Inventory.RemoveInventoryItem(item.ItemID); | ||||
|             } | ||||
|                                      | ||||
|             AddNewSceneObject(group, true, pos, rot, vel); | ||||
|             AddNewSceneObject(group, true); | ||||
|              | ||||
|             group.AbsolutePosition = pos; | ||||
|             group.Velocity = vel;             | ||||
|              | ||||
|             if (rot != null) | ||||
|                 group.UpdateGroupRotationR((Quaternion)rot); | ||||
|              | ||||
|             // We can only call this after adding the scene object, since the scene object references the scene | ||||
|             // to find out if scripts should be activated at all. | ||||
|  |  | |||
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	 Justin Clark-Casey (justincc)
						Justin Clark-Casey (justincc)