Mantis#1521. Thank you kindly, HomerHorwitz for a patch that:
Increases the functionality of the particle system on both script engines.0.6.0-stable
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10822a139f
commit
87c5b0b926
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@ -4460,11 +4460,34 @@ namespace OpenSim.Region.ScriptEngine.Common
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return returnval;
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}
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private Primitive.ParticleSystem getNewParticleSystemWithSLDefaultValues()
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{
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Primitive.ParticleSystem ps = new Primitive.ParticleSystem();
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// TODO find out about the other defaults and add them here
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ps.PartStartColor = new LLColor(1.0f, 1.0f, 1.0f, 1.0f);
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ps.PartEndColor = new LLColor(1.0f, 1.0f, 1.0f, 1.0f);
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ps.PartStartScaleX = 1.0f;
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ps.PartStartScaleY = 1.0f;
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ps.PartEndScaleX = 1.0f;
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ps.PartEndScaleY = 1.0f;
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ps.BurstSpeedMin = 1.0f;
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ps.BurstSpeedMax = 1.0f;
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ps.BurstRate = 0.1f;
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ps.PartMaxAge = 10.0f;
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return ps;
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}
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public void llParticleSystem(LSL_Types.list rules)
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{
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m_host.AddScriptLPS(1);
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Primitive.ParticleSystem prules = new Primitive.ParticleSystem();
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if(rules.Length == 0)
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{
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m_host.RemoveParticleSystem();
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}
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else
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{
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Primitive.ParticleSystem prules = getNewParticleSystemWithSLDefaultValues();
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LSL_Types.Vector3 tempv = new LSL_Types.Vector3();
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float tempf = 0;
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@ -4605,6 +4628,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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prules.CRC = 1;
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m_host.AddNewParticleSystem(prules);
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}
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m_host.SendFullUpdateToAllClients();
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}
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