* ubit pointed out another place where that check needed to be updated and I normalized it.
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f9148e5fc7
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@ -2354,16 +2354,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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m_host.AddScriptLPS(1);
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SceneObjectPart rootPart = m_host.ParentGroup.RootPart;
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// Teravus: if (m_host.ParentID == 0) is bug code because the ParentID for the Avatar will cause this to be nonzero for root prim attachments
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// which is then treated like a child prim rotation and it's offset gets cumulatively multiplied against.
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// to fix the scripted rotations we also have to check to see if the root part localid is the same as the host's localid.
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// RootPart != null should shortcircuit
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// try to let this work as in SL...
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if (m_host.ParentID == 0 || (rootPart != null && m_host.LocalId == rootPart.LocalId))
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if (m_host.ParentID == 0 || (m_host.ParentGroup != null && m_host == m_host.ParentGroup.RootPart))
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{
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// special case: If we are root, rotate complete SOG to new rotation
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SetRot(m_host, rot);
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@ -2371,7 +2368,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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else
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{
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// we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
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SceneObjectPart rootPart = m_host.ParentGroup.RootPart;
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if (rootPart != null) // better safe than sorry
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{
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SetRot(m_host, rootPart.RotationOffset * (Quaternion)rot);
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@ -7920,7 +7917,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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LSL_Rotation q = rules.GetQuaternionItem(idx++);
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// try to let this work as in SL...
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if (part.ParentID == 0)
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if (part.ParentID == 0 || (part.ParentGroup != null && part == part.ParentGroup.RootPart))
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{
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// special case: If we are root, rotate complete SOG to new rotation
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SetRot(part, q);
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