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authorUbitUmarov2014-08-10 22:13:39 +0100
committerUbitUmarov2014-08-10 22:13:39 +0100
commit67a91ee314b3c3bcf0d777057bba405cb33124e8 (patch)
treefa7dc224609618cfdb5065768a70f90f87743e36 /OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins
parentTEST move parcelRegionCross to EntityTransferModule cross so it works on (diff)
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make sensors detect sitting avatars also by the distance to the root prim
of the object as sl does (as sl avatar needs to be in the arc)
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins')
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs11
1 files changed, 10 insertions, 1 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 181399d..7bfe27b 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -549,7 +549,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
549 return; 549 return;
550 550
551 toRegionPos = presence.AbsolutePosition; 551 toRegionPos = presence.AbsolutePosition;
552 dis = Math.Abs(Util.GetDistanceTo(toRegionPos, fromRegionPos)); 552 dis = Util.GetDistanceTo(toRegionPos, fromRegionPos);
553 if (presence.IsSatOnObject && presence.ParentPart != null &&
554 presence.ParentPart.ParentGroup != null &&
555 presence.ParentPart.ParentGroup.RootPart != null)
556 {
557 Vector3 rpos = presence.ParentPart.ParentGroup.RootPart.AbsolutePosition;
558 double dis2 = Util.GetDistanceTo(rpos, fromRegionPos);
559 if (dis > dis2)
560 dis = dis2;
561 }
553 562
554 // Disabled for now since all osNpc* methods check for appropriate ownership permission. 563 // Disabled for now since all osNpc* methods check for appropriate ownership permission.
555 // Perhaps could be re-enabled as an NPC setting at some point since being able to make NPCs not 564 // Perhaps could be re-enabled as an NPC setting at some point since being able to make NPCs not