diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs index d220b4a411..48fd7f123f 100644 --- a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs +++ b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs @@ -2192,8 +2192,7 @@ namespace OpenSim.Region.ScriptEngine.Common public void llRezObject(string inventory, LSL_Types.Vector3 pos, LSL_Types.Vector3 vel, LSL_Types.Quaternion rot, int param) { - // This just calls llRezAtRoot for now.... Lol. - llRezAtRoot( inventory, pos, vel, rot, param ); + llRezAtRoot(inventory, pos, vel, rot, param); } public void llLookAt(LSL_Types.Vector3 target, double strength, double damping) @@ -3214,10 +3213,10 @@ namespace OpenSim.Region.ScriptEngine.Common public void llPushObject(string target, LSL_Types.Vector3 impulse, LSL_Types.Vector3 ang_impulse, int local) { m_host.AddScriptLPS(1); - SceneObjectPart targ = World.GetSceneObjectPart(target); - if( targ == null ) - return; - targ.ApplyImpulse(new LLVector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0); + SceneObjectPart targ = World.GetSceneObjectPart(target); + if( targ == null ) + return; + targ.ApplyImpulse(new LLVector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0); } public void llPassCollisions(int pass) diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index c2fcd1c932..a1f79ae9a7 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -2050,8 +2050,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public void llRezObject(string inventory, LSL_Types.Vector3 pos, LSL_Types.Vector3 vel, LSL_Types.Quaternion rot, int param) { - // This just calls llRezAtRoot for now.... Lol. - llRezAtRoot( inventory, pos, vel, rot, param ); + llRezAtRoot(inventory, pos, vel, rot, param); } public void llLookAt(LSL_Types.Vector3 target, double strength, double damping) @@ -3156,10 +3155,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public void llPushObject(string target, LSL_Types.Vector3 impulse, LSL_Types.Vector3 ang_impulse, int local) { m_host.AddScriptLPS(1); - SceneObjectPart targ = World.GetSceneObjectPart(target); - if( targ == null ) - return; - targ.ApplyImpulse(new LLVector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0); + SceneObjectPart targ = World.GetSceneObjectPart(target); + if( targ == null ) + return; + targ.ApplyImpulse(new LLVector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0); } public void llPassCollisions(int pass)