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-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs
index c51e66b..5a3ebc7 100644
--- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs
@@ -251,7 +251,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
251 detstruct._int[i] = detobj.colliderType; 251 detstruct._int[i] = detobj.colliderType;
252 detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z); 252 detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z);
253 detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z); 253 detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z);
254 detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry... 254 detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry...
255 i++; 255 i++;
256 } 256 }
257 257
@@ -307,7 +307,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
307 detstruct._int[i] = detobj.colliderType; 307 detstruct._int[i] = detobj.colliderType;
308 detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z); 308 detstruct._Vector3[i] = new LSL_Types.Vector3(detobj.posVector.X, detobj.posVector.Y, detobj.posVector.Z);
309 detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z); 309 detstruct._Vector32[i] = new LSL_Types.Vector3(detobj.velVector.X, detobj.velVector.Y, detobj.velVector.Z);
310 detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry... 310 detstruct._bool[i] = true; // Apparently the script engine uses this to see if this is a valid entry...
311 i++; 311 i++;
312 } 312 }
313 myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision_end", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) }); 313 myScriptEngine.m_EventQueueManager.AddToObjectQueue(localID, "collision_end", EventQueueManager.llDetectNull, new object[] { new LSL_Types.LSLInteger(col.Colliders.Count) });