diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 86e557eeef..19e6a20039 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -199,7 +199,6 @@ namespace OpenSim.Region.Framework.Scenes //PauPaw:Proper PID Controler for autopilot************ public bool MovingToTarget { get; private set; } public Vector3 MoveToPositionTarget { get; private set; } - private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); /// /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying). @@ -612,39 +611,15 @@ namespace OpenSim.Region.Framework.Scenes } } - public Quaternion OffsetRotation - { - get { return m_offsetRotation; } - set { m_offsetRotation = value; } - } private Quaternion m_bodyRot = Quaternion.Identity; public Quaternion Rotation { - get { - if (m_parentID != 0) - { - if (m_offsetRotation != null) - { - return m_offsetRotation; - } - else - { - return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); - } - - } - else - { - return m_bodyRot; - } - } - set { + get { return m_bodyRot; } + set + { m_bodyRot = value; - if (m_parentID != 0) - { - m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); - } +// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); } } diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index ff91cfa9d0..04f10c6375 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -7564,7 +7564,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return; LSL_Rotation r; r = rules.GetQuaternionItem(idx++); - av.OffsetRotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); + av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); av.SendAvatarDataToAllAgents(); break; }