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-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs23
1 files changed, 4 insertions, 19 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 1f60a7b..48a7953 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -10587,31 +10587,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10587 public LSL_Integer llGetParcelMaxPrims(LSL_Vector pos, int sim_wide) 10587 public LSL_Integer llGetParcelMaxPrims(LSL_Vector pos, int sim_wide)
10588 { 10588 {
10589 m_host.AddScriptLPS(1); 10589 m_host.AddScriptLPS(1);
10590 // Alondria: This currently just is utilizing the normal grid's 0.22 prims/m2 calculation
10591 // Which probably will be irrelevent in OpenSim....
10592 LandData land = World.GetLandData((float)pos.x, (float)pos.y);
10593 10590
10594 float bonusfactor = (float)World.RegionInfo.RegionSettings.ObjectBonus; 10591 ILandObject lo = World.LandChannel.GetLandObject((float)pos.x, (float)pos.y);
10595 10592
10596 if (land == null) 10593 if (lo == null)
10597 {
10598 return 0; 10594 return 0;
10599 }
10600 10595
10601 if (sim_wide != 0) 10596 if (sim_wide != 0)
10602 { 10597 return lo.GetSimulatorMaxPrimCount();
10603 decimal v = land.SimwideArea * (decimal)(0.22) * (decimal)bonusfactor;
10604
10605 return (int)v;
10606 }
10607
10608 else 10598 else
10609 { 10599 return lo.GetParcelMaxPrimCount();
10610 decimal v = land.Area * (decimal)(0.22) * (decimal)bonusfactor;
10611
10612 return (int)v;
10613 }
10614
10615 } 10600 }
10616 10601
10617 public LSL_List llGetParcelDetails(LSL_Vector pos, LSL_List param) 10602 public LSL_List llGetParcelDetails(LSL_Vector pos, LSL_List param)