llGetMass and llGetObjectMass (and push estimation) always use object mass as in current SL ( push is what makes sense or impulse will depend on what prim it is and not object). Added llGetMassMKS() that just returns 100 x llGetMass() as it seems to be in SL.
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ad544bdd3d
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87fdb2ed7e
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@ -3176,17 +3176,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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}
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else
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else
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{
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{
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if (m_host.IsRoot)
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// new SL always returns object mass
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{
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// if (m_host.IsRoot)
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// {
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return m_host.ParentGroup.GetMass();
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return m_host.ParentGroup.GetMass();
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}
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// }
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else
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// else
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{
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// {
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return m_host.GetMass();
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// return m_host.GetMass();
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}
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// }
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}
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}
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}
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}
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public LSL_Float llGetMassMKS()
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{
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return 100f * llGetMass();
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}
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public void llCollisionFilter(string name, string id, int accept)
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public void llCollisionFilter(string name, string id, int accept)
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{
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{
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m_host.AddScriptLPS(1);
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m_host.AddScriptLPS(1);
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@ -4959,7 +4966,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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{
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float distance = (PusheePos - m_host.AbsolutePosition).Length();
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float distance = (PusheePos - m_host.AbsolutePosition).Length();
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float distance_term = distance * distance * distance; // Script Energy
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float distance_term = distance * distance * distance; // Script Energy
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float pusher_mass = m_host.GetMass();
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// use total object mass and not part
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float pusher_mass = m_host.ParentGroup.GetMass();
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float PUSH_ATTENUATION_DISTANCE = 17f;
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float PUSH_ATTENUATION_DISTANCE = 17f;
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float PUSH_ATTENUATION_SCALE = 5f;
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float PUSH_ATTENUATION_SCALE = 5f;
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@ -9964,9 +9972,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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{
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try
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try
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{
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{
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/*
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SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId);
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SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId);
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if (obj != null)
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if (obj != null)
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return (double)obj.GetMass();
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return (double)obj.GetMass();
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*/
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// return total object mass
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SceneObjectGroup obj = World.GetGroupByPrim(World.Entities[key].LocalId);
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if (obj != null)
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return (double)obj.GetMass();
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// the object is null so the key is for an avatar
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// the object is null so the key is for an avatar
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ScenePresence avatar = World.GetScenePresence(key);
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ScenePresence avatar = World.GetScenePresence(key);
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if (avatar != null)
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if (avatar != null)
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@ -148,7 +148,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
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LSL_Vector llGetLocalPos();
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LSL_Vector llGetLocalPos();
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LSL_Rotation llGetLocalRot();
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LSL_Rotation llGetLocalRot();
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LSL_Float llGetMass();
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LSL_Float llGetMass();
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void llGetNextEmail(string address, string subject);
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LSL_Float llGetMassMKS();
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void llGetNextEmail(string address, string subject);
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LSL_String llGetNotecardLine(string name, int line);
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LSL_String llGetNotecardLine(string name, int line);
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LSL_Key llGetNumberOfNotecardLines(string name);
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LSL_Key llGetNumberOfNotecardLines(string name);
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LSL_Integer llGetNumberOfPrims();
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LSL_Integer llGetNumberOfPrims();
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@ -581,6 +581,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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return m_LSL_Functions.llGetMass();
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return m_LSL_Functions.llGetMass();
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}
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}
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public LSL_Float llGetMassMKS()
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{
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return m_LSL_Functions.llGetMassMKS();
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}
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public void llGetNextEmail(string address, string subject)
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public void llGetNextEmail(string address, string subject)
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{
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{
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m_LSL_Functions.llGetNextEmail(address, subject);
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m_LSL_Functions.llGetNextEmail(address, subject);
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