Use GetInventoryItem() in llRezAtRoot rather than iterating through a cloned dictionary
parent
2f998fce1f
commit
7b327848d0
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@ -2738,67 +2738,63 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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m_host.AddScriptLPS(1);
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Util.FireAndForget(delegate (object x)
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Util.FireAndForget(x =>
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{
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if (Double.IsNaN(rot.x) || Double.IsNaN(rot.y) || Double.IsNaN(rot.z) || Double.IsNaN(rot.s))
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return;
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float dist = (float)llVecDist(llGetPos(), pos);
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if (dist > m_ScriptDistanceFactor * 10.0f)
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return;
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//Clone is thread-safe
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TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
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TaskInventoryItem item = m_host.Inventory.GetInventoryItem(inventory);
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foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
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if (item == null)
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{
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if (inv.Value.Name == inventory)
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{
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// make sure we're an object.
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if (inv.Value.InvType != (int)InventoryType.Object)
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{
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llSay(0, "Unable to create requested object. Object is missing from database.");
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return;
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}
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Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
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Vector3 llvel = new Vector3((float)vel.x, (float)vel.y, (float)vel.z);
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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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// If either of these are null, then there was an unknown error.
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if (new_group == null)
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continue;
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// objects rezzed with this method are die_at_edge by default.
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new_group.RootPart.SetDieAtEdge(true);
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new_group.ResumeScripts();
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m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
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"object_rez", new Object[] {
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new LSL_String(
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new_group.RootPart.UUID.ToString()) },
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new DetectParams[0]));
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float groupmass = new_group.GetMass();
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PhysicsActor pa = new_group.RootPart.PhysActor;
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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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return;
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}
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llSay(0, "Could not find object " + inventory);
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return;
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}
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llSay(0, "Could not find object " + inventory);
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if (item.InvType != (int)InventoryType.Object)
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{
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llSay(0, "Unable to create requested object. Object is missing from database.");
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return;
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}
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Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
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Vector3 llvel = new Vector3((float)vel.x, (float)vel.y, (float)vel.z);
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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, item, llpos, Rot2Quaternion(rot), llvel, 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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return;
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// objects rezzed with this method are die_at_edge by default.
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new_group.RootPart.SetDieAtEdge(true);
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new_group.ResumeScripts();
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m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
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"object_rez", new Object[] {
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new LSL_String(
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new_group.RootPart.UUID.ToString()) },
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new DetectParams[0]));
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float groupmass = new_group.GetMass();
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PhysicsActor pa = new_group.RootPart.PhysActor;
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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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});
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//ScriptSleep((int)((groupmass * velmag) / 10));
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