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authorMelanie2012-12-21 22:13:41 +0000
committerMelanie2012-12-21 22:13:41 +0000
commit569f39e1242044a46693926c31d86fff6b4b228c (patch)
tree69fb5c2b0ce512336680b48bbf89bb42bb8f5b88 /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
parentMerge branch 'avination' into careminster (diff)
parentBulletSim: small fix to avatar movement motor use which keeps avatar from fly... (diff)
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Merge branch 'master' into careminster
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs12
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index c746690..143a339 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2431,11 +2431,11 @@ namespace OpenSim.Region.Framework.Scenes
2431 public int GetAxisRotation(int axis) 2431 public int GetAxisRotation(int axis)
2432 { 2432 {
2433 //Cannot use ScriptBaseClass constants as no referance to it currently. 2433 //Cannot use ScriptBaseClass constants as no referance to it currently.
2434 if (axis == 2)//STATUS_ROTATE_X 2434 if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X)
2435 return STATUS_ROTATE_X; 2435 return STATUS_ROTATE_X;
2436 if (axis == 4)//STATUS_ROTATE_Y 2436 if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y)
2437 return STATUS_ROTATE_Y; 2437 return STATUS_ROTATE_Y;
2438 if (axis == 8)//STATUS_ROTATE_Z 2438 if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z)
2439 return STATUS_ROTATE_Z; 2439 return STATUS_ROTATE_Z;
2440 2440
2441 return 0; 2441 return 0;
@@ -3316,13 +3316,13 @@ namespace OpenSim.Region.Framework.Scenes
3316 ParentGroup.SetAxisRotation(axis, rotate); 3316 ParentGroup.SetAxisRotation(axis, rotate);
3317 3317
3318 //Cannot use ScriptBaseClass constants as no referance to it currently. 3318 //Cannot use ScriptBaseClass constants as no referance to it currently.
3319 if (axis == 2)//STATUS_ROTATE_X 3319 if ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) != 0)
3320 STATUS_ROTATE_X = rotate; 3320 STATUS_ROTATE_X = rotate;
3321 3321
3322 if (axis == 4)//STATUS_ROTATE_Y 3322 if ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) != 0)
3323 STATUS_ROTATE_Y = rotate; 3323 STATUS_ROTATE_Y = rotate;
3324 3324
3325 if (axis == 8)//STATUS_ROTATE_Z 3325 if ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) != 0)
3326 STATUS_ROTATE_Z = rotate; 3326 STATUS_ROTATE_Z = rotate;
3327 } 3327 }
3328 3328