drop attachments to ground a bit in front of the avatar, not on his location
parent
7081ef948c
commit
88a63ecc39
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@ -675,7 +675,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId)
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public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId)
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{
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{
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DetachSingleAttachmentToGround(sp, soLocalId, sp.AbsolutePosition, Quaternion.Identity);
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Vector3 pos = new Vector3(2.5f, 0f, 0f);
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pos *= ((ScenePresence)sp).Rotation;
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pos += sp.AbsolutePosition;
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DetachSingleAttachmentToGround(sp, soLocalId, pos, Quaternion.Identity);
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}
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}
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public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId, Vector3 absolutePos, Quaternion absoluteRot)
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public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId, Vector3 absolutePos, Quaternion absoluteRot)
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@ -740,7 +743,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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so.ApplyPhysics();
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so.ApplyPhysics();
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so.HasGroupChanged = true;
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rootPart.Rezzed = DateTime.Now;
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rootPart.Rezzed = DateTime.Now;
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so.AttachToBackup();
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so.AttachToBackup();
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m_scene.EventManager.TriggerParcelPrimCountTainted();
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m_scene.EventManager.TriggerParcelPrimCountTainted();
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@ -757,6 +759,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// Attach (NULL) stops scripts. We don't want that. Resume them.
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// Attach (NULL) stops scripts. We don't want that. Resume them.
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so.ResumeScripts();
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so.ResumeScripts();
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so.HasGroupChanged = true;
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so.RootPart.ScheduleFullUpdate();
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so.RootPart.ScheduleFullUpdate();
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so.ScheduleGroupForTerseUpdate();
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so.ScheduleGroupForTerseUpdate();
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}
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}
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