Correct llSetPrimitiveParams to check for a texture in inventory when setting the sculpt map.
This Fixes Mantis #3331 Also corrected the capping calculation in llApplyImpulse and several integer "boolean" comparisons from "== 1" to "!= 0" for true0.6.5-rc1
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b42fec5c74
commit
b45ac2bf8e
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@ -1057,7 +1057,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if ((status & ScriptBaseClass.STATUS_PHYSICS) == ScriptBaseClass.STATUS_PHYSICS)
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{
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if (value == 1)
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if (value != 0)
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{
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SceneObjectGroup group = m_host.ParentGroup;
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if (group == null)
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@ -1082,7 +1082,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if ((status & ScriptBaseClass.STATUS_PHANTOM) == ScriptBaseClass.STATUS_PHANTOM)
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{
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if (value == 1)
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if (value != 0)
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m_host.ScriptSetPhantomStatus(true);
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else
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m_host.ScriptSetPhantomStatus(false);
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@ -1115,7 +1115,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if ((status & ScriptBaseClass.STATUS_DIE_AT_EDGE) == ScriptBaseClass.STATUS_DIE_AT_EDGE)
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{
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if (value == 1)
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if (value != 0)
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m_host.SetDieAtEdge(true);
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else
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m_host.SetDieAtEdge(false);
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@ -1972,15 +1972,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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m_host.AddScriptLPS(1);
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//No energy force yet
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if (force.x > 20000)
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force.x = 20000;
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if (force.y > 20000)
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force.y = 20000;
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if (force.z > 20000)
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force.z = 20000;
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m_host.ApplyImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0);
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Vector3 v = new Vector3((float)force.x, (float)force.y, (float)force.z);
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if (v.Length() > 20000.0f)
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{
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v.Normalize();
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v = v * 20000.0f;
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}
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m_host.ApplyImpulse(v, local != 0);
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}
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public void llApplyRotationalImpulse(LSL_Vector force, int local)
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@ -2814,7 +2812,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (m_host.PhysActor != null)
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{
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PIDHoverType hoverType = PIDHoverType.Ground;
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if (water == 1)
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if (water != 0)
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{
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hoverType = PIDHoverType.GroundAndWater;
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}
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@ -6425,10 +6423,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (!UUID.TryParse(map, out sculptId))
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{
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llSay(0, "Could not parse key " + map);
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return;
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sculptId = InventoryKey(map, (int)AssetType.Texture);
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}
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if (sculptId == UUID.Zero)
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return;
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shapeBlock.ObjectLocalID = part.LocalId;
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shapeBlock.PathScaleX = 100;
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shapeBlock.PathScaleY = 150;
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@ -8860,7 +8860,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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else
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{
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if (sim_wide == 1)
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if (sim_wide != 0)
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{
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if (category == 0)
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{
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@ -8955,7 +8955,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return 0;
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}
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if (sim_wide == 1)
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if (sim_wide != 0)
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{
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decimal v = land.SimwideArea * (decimal)(0.22) * (decimal)bonusfactor;
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