Stop llRezAtRoot() from applying velocity setting impulse in World.RezObject, doing it only in itself, so its applyed after resuming scripts etc. It was giving twice the requested velocity.
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170b820a11
commit
768447e41b
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@ -3079,7 +3079,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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// need the magnitude later
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// float velmag = (float)Util.GetMagnitude(llvel);
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SceneObjectGroup new_group = World.RezObject(m_host, inv.Value, llpos, Rot2Quaternion(rot), llvel, param);
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// rez with zero velocity so we can apply it here after resume scripts etc
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// SceneObjectGroup new_group = World.RezObject(m_host, inv.Value, llpos, Rot2Quaternion(rot), llvel, param);
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SceneObjectGroup new_group = World.RezObject(m_host, inv.Value, llpos, Rot2Quaternion(rot), Vector3.Zero, param);
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// If either of these are null, then there was an unknown error.
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if (new_group == null)
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@ -3102,7 +3104,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (pa != null && pa.IsPhysical && llvel != Vector3.Zero)
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{
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//Recoil.
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llApplyImpulse(new LSL_Vector(llvel.X * groupmass, llvel.Y * groupmass, llvel.Z * groupmass), 0);
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}
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// Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
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