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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs20
2 files changed, 22 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 7403fed..09c945b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -711,6 +711,12 @@ namespace OpenSim.Region.Framework.Scenes
711 // Tell the physics engines that this prim changed. 711 // Tell the physics engines that this prim changed.
712 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 712 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
713 } 713 }
714
715 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
716 foreach (ScenePresence av in avs)
717 {
718 av.SendFullUpdateToAllClients();
719 }
714 } 720 }
715 } 721 }
716 } 722 }
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 76267ab..a376ab1 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1766,7 +1766,7 @@ namespace OpenSim.Region.Framework.Scenes
1766 1766
1767 if (m_parentID != 0) 1767 if (m_parentID != 0)
1768 { 1768 {
1769 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 1769 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1770 if (part != null) 1770 if (part != null)
1771 { 1771 {
1772 part.TaskInventory.LockItemsForRead(true); 1772 part.TaskInventory.LockItemsForRead(true);
@@ -1822,7 +1822,7 @@ namespace OpenSim.Region.Framework.Scenes
1822 //CW: If the part isn't null then we can set the current position 1822 //CW: If the part isn't null then we can set the current position
1823 if (part != null) 1823 if (part != null)
1824 { 1824 {
1825 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset! 1825 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1826 AbsolutePosition = avWorldStandUp; //KF: Fix stand up. 1826 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1827 part.IsOccupied = false; 1827 part.IsOccupied = false;
1828 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId); 1828 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
@@ -2028,7 +2028,9 @@ namespace OpenSim.Region.Framework.Scenes
2028//Console.WriteLine("Camera At ={0}", cameraAtOffset); 2028//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2029//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); 2029//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2030 2030
2031 ControllingClient.SendSitResponse(part.UUID, offsetr, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2031 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2032 ControllingClient.SendSitResponse(part.ParentGroup.UUID, offsetr + part.OffsetPosition, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2033
2032 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target 2034 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
2033 // This calls HandleAgentSit twice, once from here, and the client calls 2035 // This calls HandleAgentSit twice, once from here, and the client calls
2034 // HandleAgentSit itself after it gets to the location 2036 // HandleAgentSit itself after it gets to the location
@@ -2398,7 +2400,17 @@ Console.WriteLine("Scripted Sit ofset {0}", m_pos);
2398 return; 2400 return;
2399 } 2401 }
2400 } 2402 }
2401 m_parentID = m_requestedSitTargetID; 2403
2404 //We want our offsets to reference the root prim, not the child we may have sat on
2405 if (!part.IsRoot)
2406 {
2407 m_parentID = part.ParentGroup.RootPart.LocalId;
2408 m_pos += part.OffsetPosition;
2409 }
2410 else
2411 {
2412 m_parentID = m_requestedSitTargetID;
2413 }
2402 2414
2403 Velocity = Vector3.Zero; 2415 Velocity = Vector3.Zero;
2404 RemoveFromPhysicalScene(); 2416 RemoveFromPhysicalScene();