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authorCharles Krinke2009-04-22 14:44:19 +0000
committerCharles Krinke2009-04-22 14:44:19 +0000
commit84602c9480a14e6397381ea40a387a609ada1dbf (patch)
tree8bbcbd80cca85e455409d09b2392e0eb1edcef60 /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parentremove the bamboo build file, bamboo is dead, long live panda :) (diff)
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Thank you kindly, Marcus Llewellyn, for a patch that:
An attachment with the physical checkbox checked will not allow the phantom checkbox to be cleared. This interfers with scripting functions such as llMoveToTarget(), which won't work while an object is phantom. If the prim containing the script is rezzed to the ground, it will then allow the phantom checlbox to be cleared, and the script works as expected.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs28
1 files changed, 24 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 8e4a9d3..2552a3d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1596,11 +1596,31 @@ namespace OpenSim.Region.Framework.Scenes
1596 SceneObjectPart rootpart = m_rootPart; 1596 SceneObjectPart rootpart = m_rootPart;
1597 if (rootpart != null) 1597 if (rootpart != null)
1598 { 1598 {
1599 if (rootpart.PhysActor != null) 1599 if (IsAttachment)
1600 { 1600 {
1601 rootpart.PhysActor.PIDTarget = new PhysicsVector(target.X, target.Y, target.Z); 1601 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1602 rootpart.PhysActor.PIDTau = tau; 1602 if (avatar != null)
1603 rootpart.PhysActor.PIDActive = true; 1603 {
1604 List<string> coords = new List<string>();
1605 uint regionX = 0;
1606 uint regionY = 0;
1607 Utils.LongToUInts(Scene.RegionInfo.RegionHandle, out regionX, out regionY);
1608 target.X += regionX;
1609 target.Y += regionY;
1610 coords.Add(target.X.ToString());
1611 coords.Add(target.Y.ToString());
1612 coords.Add(target.Z.ToString());
1613 avatar.DoMoveToPosition(avatar, "", coords);
1614 }
1615 }
1616 else
1617 {
1618 if (rootpart.PhysActor != null)
1619 {
1620 rootpart.PhysActor.PIDTarget = new PhysicsVector(target.X, target.Y, target.Z);
1621 rootpart.PhysActor.PIDTau = tau;
1622 rootpart.PhysActor.PIDActive = true;
1623 }
1604 } 1624 }
1605 } 1625 }
1606 } 1626 }