tell scripts about positions changes after they are actually changed
parent
5269511339
commit
cf132430ae
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@ -687,23 +687,31 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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// Restuff the new GroupPosition into each SOP of the linkset.
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// This has the affect of resetting and tainting the physics actors.
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SceneObjectPart[] parts = m_parts.GetArray();
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bool triggerScriptEvent = m_rootPart.GroupPosition != val;
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bool triggerScriptEvent = m_rootPart.GroupPosition != val;
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if (m_dupeInProgress)
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if (m_dupeInProgress || IsDeleted)
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triggerScriptEvent = false;
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triggerScriptEvent = false;
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m_rootPart.GroupPosition = val;
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m_rootPart.GroupPosition = val;
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if (triggerScriptEvent)
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m_rootPart.TriggerScriptChangedEvent(Changed.POSITION);
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// Restuff the new GroupPosition into each child SOP of the linkset.
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// this is needed because physics may not have linksets but just loose SOPs in world
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SceneObjectPart[] parts = m_parts.GetArray();
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foreach (SceneObjectPart part in parts)
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foreach (SceneObjectPart part in parts)
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{
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{
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if (part == m_rootPart)
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if (part != m_rootPart)
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continue;
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part.GroupPosition = val;
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part.GroupPosition = val;
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}
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// now that position is changed tell it to scripts
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if (triggerScriptEvent)
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if (triggerScriptEvent)
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{
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foreach (SceneObjectPart part in parts)
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{
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part.TriggerScriptChangedEvent(Changed.POSITION);
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part.TriggerScriptChangedEvent(Changed.POSITION);
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}
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}
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}
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/*
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/*
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This seems not needed and should not be needed:
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This seems not needed and should not be needed:
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