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authorMelanie2012-07-10 17:14:42 +0200
committerMelanie2012-07-10 17:14:42 +0200
commitb346e36016d9f36f3d53b7bcf3959108f2ecfbbc (patch)
tree9ca730196adf4e216405ecf6f2be316e7fab7c7d /OpenSim/Region/ScriptEngine
parentReinstate parallel fetching of residents and remove a left over return from d... (diff)
parent lltargetomega efective spinrate now multiplied by gain ( need check ) (diff)
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Merge branch 'ubitwork' into avination
Diffstat (limited to 'OpenSim/Region/ScriptEngine')
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs5
1 files changed, 2 insertions, 3 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 0ee2748..05bb161 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -2597,12 +2597,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2597 return new LSL_Vector(m_host.Acceleration.X, m_host.Acceleration.Y, m_host.Acceleration.Z); 2597 return new LSL_Vector(m_host.Acceleration.X, m_host.Acceleration.Y, m_host.Acceleration.Z);
2598 } 2598 }
2599 2599
2600
2601 public void llSetAngularVelocity(LSL_Vector avel, int local) 2600 public void llSetAngularVelocity(LSL_Vector avel, int local)
2602 { 2601 {
2603 m_host.AddScriptLPS(1); 2602 m_host.AddScriptLPS(1);
2604 // Still not done !!!! 2603 m_host.SetAngularVelocity(new Vector3((float)avel.x, (float)avel.y, (float)avel.z), local != 0);
2605// m_host.SetAngularVelocity(new Vector3((float)avel.x, (float)avel.y, (float)avel.z), local != 0);
2606 } 2604 }
2607 2605
2608 public LSL_Vector llGetOmega() 2606 public LSL_Vector llGetOmega()
@@ -3806,6 +3804,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3806 3804
3807 protected void TargetOmega(SceneObjectPart part, LSL_Vector axis, double spinrate, double gain) 3805 protected void TargetOmega(SceneObjectPart part, LSL_Vector axis, double spinrate, double gain)
3808 { 3806 {
3807 spinrate *= gain;
3809 part.UpdateAngularVelocity(new Vector3((float)(axis.x * spinrate), (float)(axis.y * spinrate), (float)(axis.z * spinrate))); 3808 part.UpdateAngularVelocity(new Vector3((float)(axis.x * spinrate), (float)(axis.y * spinrate), (float)(axis.z * spinrate)));
3810 } 3809 }
3811 3810