Reinstate older set rotation code for avatars since it works in all cases
parent
a2d19b9703
commit
8baf4dcc78
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@ -8000,7 +8000,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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//This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
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int idx = 0;
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SceneObjectPart sitpart = World.GetSceneObjectPart(av.ParentID); // betting this will be used
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bool positionChanged = false;
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Vector3 finalPos = Vector3.Zero;
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@ -8049,6 +8048,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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break;
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case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
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case (int)ScriptBaseClass.PRIM_ROTATION:
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{
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if (remain < 1)
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@ -8071,27 +8071,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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break;
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case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
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{
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if (remain < 1)
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return;
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if (sitpart == null)
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break;
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LSL_Rotation r = rules.GetQuaternionItem(idx++);
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Quaternion rot = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); // requested offset rotation
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if (sitpart != sitpart.ParentGroup.RootPart)
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{
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Quaternion srot = sitpart.RotationOffset;
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rot = Quaternion.Conjugate(srot) * rot; // remove sit part offset rotation
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}
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av.Rotation = rot;
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// av.SendAvatarDataToAllAgents();
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av.SendTerseUpdateToAllClients();
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}
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break;
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// parse rest doing nothing but number of parameters error check
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case (int)ScriptBaseClass.PRIM_SIZE:
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case (int)ScriptBaseClass.PRIM_MATERIAL:
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