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authorMelanie2012-09-09 13:30:24 +0100
committerMelanie2012-09-09 13:30:24 +0100
commit0d97beefce9eaa675c93504b7cb8230e75e17763 (patch)
tree587516c2fdf96179c93a0d37624a8d3a9f7bebdd /OpenSim/Region/ScriptEngine/Shared/Api
parentMerge branch 'master' into careminster (diff)
parentimplementing per-region configuration of limits on the number of prims one ca... (diff)
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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Shared/Api')
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs20
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs2
2 files changed, 11 insertions, 11 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index efeca26..1969492 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -2182,7 +2182,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2182 pos.x > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a east-adjacent region. 2182 pos.x > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a east-adjacent region.
2183 pos.y < -10.0 || // return FALSE if more than 10 meters into a south-adjacent region. 2183 pos.y < -10.0 || // return FALSE if more than 10 meters into a south-adjacent region.
2184 pos.y > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a north-adjacent region. 2184 pos.y > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a north-adjacent region.
2185 pos.z > 4096 // return FALSE if altitude than 4096m 2185 pos.z > Constants.RegionHeight // return FALSE if altitude than 4096m
2186 ) 2186 )
2187 ) 2187 )
2188 { 2188 {
@@ -2193,8 +2193,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2193 // this could possibly be done in the above else-if block, but we're doing the check here to keep the code easier to read. 2193 // this could possibly be done in the above else-if block, but we're doing the check here to keep the code easier to read.
2194 2194
2195 Vector3 objectPos = m_host.ParentGroup.RootPart.AbsolutePosition; 2195 Vector3 objectPos = m_host.ParentGroup.RootPart.AbsolutePosition;
2196 LandData here = World.GetLandData((float)objectPos.X, (float)objectPos.Y); 2196 LandData here = World.GetLandData(objectPos);
2197 LandData there = World.GetLandData((float)pos.x, (float)pos.y); 2197 LandData there = World.GetLandData(pos);
2198 2198
2199 // we're only checking prim limits if it's moving to a different parcel under the assumption that if the object got onto the parcel without exceeding the prim limits. 2199 // we're only checking prim limits if it's moving to a different parcel under the assumption that if the object got onto the parcel without exceeding the prim limits.
2200 2200
@@ -10525,20 +10525,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10525 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString())) 10525 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
10526 { 10526 {
10527 case ParcelMediaCommandEnum.Url: 10527 case ParcelMediaCommandEnum.Url:
10528 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 10528 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaURL));
10529 break; 10529 break;
10530 case ParcelMediaCommandEnum.Desc: 10530 case ParcelMediaCommandEnum.Desc:
10531 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).Description)); 10531 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).Description));
10532 break; 10532 break;
10533 case ParcelMediaCommandEnum.Texture: 10533 case ParcelMediaCommandEnum.Texture:
10534 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaID.ToString())); 10534 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaID.ToString()));
10535 break; 10535 break;
10536 case ParcelMediaCommandEnum.Type: 10536 case ParcelMediaCommandEnum.Type:
10537 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaType)); 10537 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaType));
10538 break; 10538 break;
10539 case ParcelMediaCommandEnum.Size: 10539 case ParcelMediaCommandEnum.Size:
10540 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaWidth)); 10540 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaWidth));
10541 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaHeight)); 10541 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaHeight));
10542 break; 10542 break;
10543 default: 10543 default:
10544 ParcelMediaCommandEnum mediaCommandEnum = ParcelMediaCommandEnum.Url; 10544 ParcelMediaCommandEnum mediaCommandEnum = ParcelMediaCommandEnum.Url;
@@ -11275,7 +11275,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11275 public LSL_List llGetParcelDetails(LSL_Vector pos, LSL_List param) 11275 public LSL_List llGetParcelDetails(LSL_Vector pos, LSL_List param)
11276 { 11276 {
11277 m_host.AddScriptLPS(1); 11277 m_host.AddScriptLPS(1);
11278 LandData land = World.GetLandData((float)pos.x, (float)pos.y); 11278 LandData land = World.GetLandData(pos);
11279 if (land == null) 11279 if (land == null)
11280 { 11280 {
11281 return new LSL_List(0); 11281 return new LSL_List(0);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index a44ced4..160e2df 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -2989,7 +2989,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2989 ScenePresence presence = World.GetScenePresence(avatarId); 2989 ScenePresence presence = World.GetScenePresence(avatarId);
2990 if (presence != null) 2990 if (presence != null)
2991 { 2991 {
2992 LandData land = World.GetLandData((float)pos.X, (float)pos.Y); 2992 LandData land = World.GetLandData(pos);
2993 if ((land.Flags & (uint)ParcelFlags.AllowDamage) == (uint)ParcelFlags.AllowDamage) 2993 if ((land.Flags & (uint)ParcelFlags.AllowDamage) == (uint)ParcelFlags.AllowDamage)
2994 { 2994 {
2995 float health = presence.Health; 2995 float health = presence.Health;