* minor: replace hard tabs with soft 4 space tabs in previous patch

0.6.0-stable
Justin Clarke Casey 2008-08-11 21:33:04 +00:00
parent 2cee5abcac
commit b627c9c066
2 changed files with 10 additions and 12 deletions

View File

@ -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)

View File

@ -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)