Correct llGetParcelMaxPrims() to use the same calculation as used elsewhere instead of the old 0.22 prims/meter squared fudge factor.
Thanks to tglion for this.0.7.1-dev
parent
9780d1775b
commit
c71253bdf1
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@ -9908,8 +9908,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public LSL_Integer llGetParcelMaxPrims(LSL_Vector pos, int sim_wide)
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public LSL_Integer llGetParcelMaxPrims(LSL_Vector pos, int sim_wide)
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{
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{
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m_host.AddScriptLPS(1);
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m_host.AddScriptLPS(1);
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// Alondria: This currently just is utilizing the normal grid's 0.22 prims/m2 calculation
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// Which probably will be irrelevent in OpenSim....
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LandData land = World.GetLandData((float)pos.x, (float)pos.y);
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LandData land = World.GetLandData((float)pos.x, (float)pos.y);
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float bonusfactor = (float)World.RegionInfo.RegionSettings.ObjectBonus;
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float bonusfactor = (float)World.RegionInfo.RegionSettings.ObjectBonus;
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@ -9921,16 +9920,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (sim_wide != 0)
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if (sim_wide != 0)
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{
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{
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decimal v = land.SimwideArea * (decimal)(0.22) * (decimal)bonusfactor;
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int v = (int)((land.SimwideArea / 65536.0f) * (float)World.RegionInfo.ObjectCapacity * bonusfactor);
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return (int)v;
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return v;
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}
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}
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else
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else
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{
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{
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decimal v = land.Area * (decimal)(0.22) * (decimal)bonusfactor;
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int v = (int)((land.Area / 65536.0f) * (float)World.RegionInfo.ObjectCapacity * bonusfactor);
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return (int)v;
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return v;
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}
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}
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}
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}
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