For llGetMass(), return the mass of the avatar is the object is attached.
As per http://lslwiki.net/lslwiki/wakka.php?wakka=llGetMass This is the mass as used by the physics engine (ODE or Bullet).integration
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@ -3514,6 +3514,22 @@ namespace OpenSim.Region.Framework.Scenes
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});
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}
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/// <summary>
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/// Gets the mass.
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/// </summary>
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/// <returns>
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/// The mass.
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/// </returns>
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public float GetMass()
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{
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PhysicsActor pa = PhysicsActor;
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if (pa != null)
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return pa.Mass;
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else
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return 0;
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}
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internal void PushForce(Vector3 impulse)
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{
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if (PhysicsActor != null)
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@ -2907,10 +2907,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public LSL_Float llGetMass()
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{
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m_host.AddScriptLPS(1);
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if (m_host.IsRoot)
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return m_host.ParentGroup.GetMass();
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if (m_host.ParentGroup.IsAttachment)
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{
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ScenePresence attachedAvatar = World.GetScenePresence(m_host.ParentGroup.AttachedAvatar);
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if (attachedAvatar != null)
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{
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return attachedAvatar.GetMass();
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}
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else
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{
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return 0;
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}
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}
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else
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return m_host.GetMass();
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{
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if (m_host.IsRoot)
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{
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return m_host.ParentGroup.GetMass();
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}
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else
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{
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return m_host.GetMass();
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}
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}
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}
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public void llCollisionFilter(string name, string id, int accept)
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