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authorTeravus Ovares2007-12-27 18:49:16 +0000
committerTeravus Ovares2007-12-27 18:49:16 +0000
commitd82ed9a8c5aff8c95ce1c9aa092d68a4f649fa07 (patch)
tree3f9893938093c9c45ed8929890e42fb9f2cb3e35 /OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
parentMove hardcoded texture library inventory items out into OpenSimLibrary/xml. ... (diff)
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* Fixed MonoSQLite Update Table routine
* Charles, this will fix the red issue. * Same situation, the first run updates the tables (and gives you a ton of red errors), the second run and everything works as expected.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index 29a163b..f226150 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -804,13 +804,13 @@ namespace OpenSim.Region.Environment.Scenes
804 804
805 public LLQuaternion GetSitTargetOrientationLL() 805 public LLQuaternion GetSitTargetOrientationLL()
806 { 806 {
807 return new LLQuaternion(m_sitTargetOrientation.w, m_sitTargetOrientation.x, m_sitTargetOrientation.y, m_sitTargetOrientation.z); 807 return new LLQuaternion( m_sitTargetOrientation.x, m_sitTargetOrientation.y, m_sitTargetOrientation.z,m_sitTargetOrientation.w);
808 } 808 }
809 809
810 // Utility function so the databases don't have to reference axiom.math 810 // Utility function so the databases don't have to reference axiom.math
811 public void SetSitTargetLL(LLVector3 offset, LLQuaternion orientation) 811 public void SetSitTargetLL(LLVector3 offset, LLQuaternion orientation)
812 { 812 {
813 if (!(offset.X == 0 && offset.Y == 0 && offset.Z == 0 && (orientation.W == 0 || orientation.W == 1) && orientation.X == 0 && orientation.Y == 0 && (orientation.Z == 0 || orientation.Z == 0))) 813 if (!(offset.X == 0 && offset.Y == 0 && offset.Z == 0 && (orientation.W == 0 || orientation.W == 1) && orientation.X == 0 && orientation.Y == 0 && orientation.Z == 0))
814 { 814 {
815 m_sitTargetPosition = new Vector3(offset.X, offset.Y, offset.Z); 815 m_sitTargetPosition = new Vector3(offset.X, offset.Y, offset.Z);
816 m_sitTargetOrientation = new Quaternion(orientation.W, orientation.X, orientation.Y, orientation.Z); 816 m_sitTargetOrientation = new Quaternion(orientation.W, orientation.X, orientation.Y, orientation.Z);