* minor: replace hard tabs with soft 4 space tabs in previous patch
parent
2cee5abcac
commit
b627c9c066
|
@ -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)
|
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)
|
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)
|
public void llPushObject(string target, LSL_Types.Vector3 impulse, LSL_Types.Vector3 ang_impulse, int local)
|
||||||
{
|
{
|
||||||
m_host.AddScriptLPS(1);
|
m_host.AddScriptLPS(1);
|
||||||
SceneObjectPart targ = World.GetSceneObjectPart(target);
|
SceneObjectPart targ = World.GetSceneObjectPart(target);
|
||||||
if( targ == null )
|
if( targ == null )
|
||||||
return;
|
return;
|
||||||
targ.ApplyImpulse(new LLVector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0);
|
targ.ApplyImpulse(new LLVector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void llPassCollisions(int pass)
|
public void llPassCollisions(int pass)
|
||||||
|
|
|
@ -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)
|
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)
|
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)
|
public void llPushObject(string target, LSL_Types.Vector3 impulse, LSL_Types.Vector3 ang_impulse, int local)
|
||||||
{
|
{
|
||||||
m_host.AddScriptLPS(1);
|
m_host.AddScriptLPS(1);
|
||||||
SceneObjectPart targ = World.GetSceneObjectPart(target);
|
SceneObjectPart targ = World.GetSceneObjectPart(target);
|
||||||
if( targ == null )
|
if( targ == null )
|
||||||
return;
|
return;
|
||||||
targ.ApplyImpulse(new LLVector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0);
|
targ.ApplyImpulse(new LLVector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void llPassCollisions(int pass)
|
public void llPassCollisions(int pass)
|
||||||
|
|
Loading…
Reference in New Issue