Allow moving an avatar as part of a linkset using llSetLinkPrimitiveParams. This unlocks an awful lot of poseball-free content, and is a step towards resolving mantis #59.
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6d8da699b2
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49d7d8534c
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@ -110,8 +110,8 @@ namespace OpenSim.Region.Framework.Scenes
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private long m_minPersistTime = 0;
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private Random m_rand;
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private bool m_suspendUpdates;
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private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
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private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
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private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
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public bool areUpdatesSuspended
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{
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@ -1115,6 +1115,47 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <summary>
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/// Add the avatar to this linkset (avatar is sat).
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/// </summary>
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/// <param name="agentID"></param>
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public void AddAvatar(UUID agentID)
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{
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ScenePresence presence;
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if (m_scene.TryGetScenePresence(agentID, out presence))
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{
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if (!m_linkedAvatars.Contains(presence))
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{
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m_linkedAvatars.Add(presence);
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}
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}
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}
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/// <summary>
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/// Delete the avatar from this linkset (avatar is unsat).
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/// </summary>
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/// <param name="agentID"></param>
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public void DeleteAvatar(UUID agentID)
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{
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ScenePresence presence;
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if (m_scene.TryGetScenePresence(agentID, out presence))
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{
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if (m_linkedAvatars.Contains(presence))
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{
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m_linkedAvatars.Remove(presence);
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}
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}
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}
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/// <summary>
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/// Returns the list of linked presences (avatars sat on this group)
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/// </summary>
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/// <param name="agentID"></param>
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public List<ScenePresence> GetLinkedAvatars()
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{
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return m_linkedAvatars;
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}
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/// <summary>
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/// Attach this scene object to the given avatar.
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/// </summary>
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@ -2974,6 +3015,17 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <summary>
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/// Gets the number of parts
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/// </summary>
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/// <returns></returns>
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public int GetPartCount()
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{
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return Children.Count;
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}
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/// <summary>
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/// Get the parts of this scene object
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/// </summary>
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@ -219,6 +219,7 @@ namespace OpenSim.Region.Framework.Scenes
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//PauPaw:Proper PID Controler for autopilot************
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private bool m_moveToPositionInProgress;
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private Vector3 m_moveToPositionTarget;
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private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
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private bool m_followCamAuto;
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@ -537,10 +538,39 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public Quaternion OffsetRotation
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{
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get { return m_offsetRotation; }
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set { m_offsetRotation = value; }
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}
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public Quaternion Rotation
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{
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get { return m_bodyRot; }
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set { m_bodyRot = value; }
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get {
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if (m_parentID != 0)
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{
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if (m_offsetRotation != null)
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{
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return m_offsetRotation;
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}
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else
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{
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return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
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}
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}
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else
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{
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return m_bodyRot;
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}
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}
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set {
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m_bodyRot = value;
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if (m_parentID != 0)
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{
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m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
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}
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}
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}
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public Quaternion PreviousRotation
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@ -1795,6 +1825,7 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset!
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AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
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part.IsOccupied = false;
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part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
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}
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else
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{
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@ -1804,6 +1835,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_parentPosition = Vector3.Zero;
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m_parentID = 0;
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m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
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SendFullUpdateToAllClients();
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m_requestedSitTargetID = 0;
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@ -1904,6 +1936,7 @@ namespace OpenSim.Region.Framework.Scenes
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part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
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offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
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sitOrientation = avSitOrientation; // Change rotatione to the scripted one
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OffsetRotation = avSitOrientation;
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autopilot = false; // Jump direct to scripted llSitPos()
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}
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else
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@ -2311,6 +2344,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_bodyRot = sitTargetOrient;
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m_parentPosition = part.AbsolutePosition;
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part.IsOccupied = true;
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part.ParentGroup.AddAvatar(agentID);
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Console.WriteLine("Scripted Sit ofset {0}", m_pos);
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}
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else
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@ -2341,6 +2375,7 @@ Console.WriteLine("Scripted Sit ofset {0}", m_pos);
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m_parentPosition = part.AbsolutePosition;
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part.IsOccupied = true;
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part.ParentGroup.AddAvatar(agentID);
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m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
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(new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
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(new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
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@ -219,6 +219,57 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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}
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public List<ScenePresence> GetLinkAvatars(int linkType)
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{
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List<ScenePresence> ret = new List<ScenePresence>();
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if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
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return ret;
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List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
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switch (linkType)
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{
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case ScriptBaseClass.LINK_SET:
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return avs;
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case ScriptBaseClass.LINK_ROOT:
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return ret;
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case ScriptBaseClass.LINK_ALL_OTHERS:
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return avs;
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case ScriptBaseClass.LINK_ALL_CHILDREN:
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return avs;
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case ScriptBaseClass.LINK_THIS:
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return ret;
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default:
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if (linkType < 0)
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return ret;
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int partCount = m_host.ParentGroup.GetPartCount();
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if (linkType <= partCount)
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{
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return ret;
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}
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else
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{
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linkType = linkType - partCount;
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if (linkType > avs.Count)
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{
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return ret;
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}
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else
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{
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ret.Add(avs[linkType-1]);
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return ret;
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}
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}
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}
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}
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public List<SceneObjectPart> GetLinkParts(int linkType)
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{
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List<SceneObjectPart> ret = new List<SceneObjectPart>();
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@ -7152,6 +7203,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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m_host.AddScriptLPS(1);
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List<SceneObjectPart> parts = GetLinkParts(linknumber);
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List<ScenePresence> avatars = GetLinkAvatars(linknumber);
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if (parts.Count>0)
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{
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try
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@ -7165,6 +7217,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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parts[0].ParentGroup.areUpdatesSuspended = false;
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}
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}
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if (avatars.Count > 0)
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{
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foreach (ScenePresence avatar in avatars)
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SetPrimParams(avatar, rules);
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}
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}
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public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
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@ -7172,6 +7229,46 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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llSetLinkPrimitiveParams(linknumber, rules);
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}
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protected void SetPrimParams(ScenePresence av, LSL_List rules)
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{
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//This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
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//We only support PRIM_POSITION and PRIM_ROTATION
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int idx = 0;
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while (idx < rules.Length)
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{
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int code = rules.GetLSLIntegerItem(idx++);
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int remain = rules.Length - idx;
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switch (code)
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{
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case (int)ScriptBaseClass.PRIM_POSITION:
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if (remain < 1)
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return;
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LSL_Vector v;
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v = rules.GetVector3Item(idx++);
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av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
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av.SendFullUpdateToAllClients();
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break;
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case (int)ScriptBaseClass.PRIM_ROTATION:
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if (remain < 1)
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return;
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LSL_Rotation r;
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r = rules.GetQuaternionItem(idx++);
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av.OffsetRotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
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av.SendFullUpdateToAllClients();
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break;
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}
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}
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}
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protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
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{
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if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
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