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authorTeravus Ovares2008-04-29 12:09:55 +0000
committerTeravus Ovares2008-04-29 12:09:55 +0000
commit06a367be194b3118469ae47d763256e5898604bc (patch)
tree9b1e74b52580e560cbb34fa3b9ceeed8c4ca031f /OpenSim/Region/ScriptEngine
parent* Lash up mantis 1064 - nre thrown in LandObject.sendLandObjectOwners() (diff)
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* Applying melanie's List2Vector and List2Rot patch. Added a routine in the Quaternion constructors to catch 0,0,0,0 quaternions and convert them to 0,0,0,1 (as 0,0,0,0 is implicitly converted to 0,0,0,1 in LSL and will crash libsl if left which will in turn crash the simulator)
Diffstat (limited to 'OpenSim/Region/ScriptEngine')
-rw-r--r--OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs4
-rw-r--r--OpenSim/Region/ScriptEngine/Common/LSL_Types.cs6
2 files changed, 8 insertions, 2 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
index 09be26a..4e7d5ef 100644
--- a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
+++ b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
@@ -2979,7 +2979,7 @@ namespace OpenSim.Region.ScriptEngine.Common
2979 } 2979 }
2980 else 2980 else
2981 { 2981 {
2982 return new LSL_Types.Vector3(0, 0, 0); 2982 return new LSL_Types.Vector3(src.Data[index].ToString());
2983 } 2983 }
2984 } 2984 }
2985 2985
@@ -3000,7 +3000,7 @@ namespace OpenSim.Region.ScriptEngine.Common
3000 } 3000 }
3001 else 3001 else
3002 { 3002 {
3003 return new LSL_Types.Quaternion(0, 0, 0, 1); 3003 return new LSL_Types.Quaternion(src.Data[index].ToString());
3004 } 3004 }
3005 } 3005 }
3006 3006
diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs
index aed591c..65047fb 100644
--- a/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs
@@ -259,6 +259,8 @@ namespace OpenSim.Region.ScriptEngine.Common
259 y = (float)Quat.y; 259 y = (float)Quat.y;
260 z = (float)Quat.z; 260 z = (float)Quat.z;
261 s = (float)Quat.s; 261 s = (float)Quat.s;
262 if (x == 0 && y == 0 && z == 0 && s == 0)
263 s = 1;
262 } 264 }
263 265
264 public Quaternion(double X, double Y, double Z, double S) 266 public Quaternion(double X, double Y, double Z, double S)
@@ -267,6 +269,8 @@ namespace OpenSim.Region.ScriptEngine.Common
267 y = Y; 269 y = Y;
268 z = Z; 270 z = Z;
269 s = S; 271 s = S;
272 if (x == 0 && y == 0 && z == 0 && s == 0)
273 s = 1;
270 } 274 }
271 275
272 public Quaternion(string str) 276 public Quaternion(string str)
@@ -279,6 +283,8 @@ namespace OpenSim.Region.ScriptEngine.Common
279 res = res & Double.TryParse(tmps[1], out y); 283 res = res & Double.TryParse(tmps[1], out y);
280 res = res & Double.TryParse(tmps[2], out z); 284 res = res & Double.TryParse(tmps[2], out z);
281 res = res & Double.TryParse(tmps[3], out s); 285 res = res & Double.TryParse(tmps[3], out s);
286 if (x == 0 && y == 0 && z == 0 && s == 0)
287 s = 1;
282 } 288 }
283 289
284 #endregion 290 #endregion