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author | Teravus Ovares | 2007-12-27 06:09:28 +0000 |
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committer | Teravus Ovares | 2007-12-27 06:09:28 +0000 |
commit | dfbc6e101e3c364963bc5da971c421f10af052a2 (patch) | |
tree | 99876a22471456479db4554fa0ff9c67a154aef1 /OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | |
parent | * fixed a logic error in the receiving end of the prim load for the sit target (diff) | |
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* Fixed the matching logic error on the LLQuat to axiom quat :P
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs index 670d259..e8ff007 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | |||
@@ -810,7 +810,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
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.X == 0 && orientation.Y == 0 && (orientation.Z == 0 || orientation.Z == 1))) | 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))) |
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); |