diff options
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 20 |
1 files changed, 13 insertions, 7 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 4370850..87b4cb8 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -2016,14 +2016,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2016 | /// </summary> | 2016 | /// </summary> |
2017 | /// <param name="sourcePart"></param> | 2017 | /// <param name="sourcePart"></param> |
2018 | /// <param name="item"></param> | 2018 | /// <param name="item"></param> |
2019 | /// <param name="pos"></param> | 2019 | /// <param name="pos">The position of the rezzed object.</param> |
2020 | /// <param name="rot"></param> | 2020 | /// <param name="rot">The rotation of the rezzed object. If null, then the rotation stored with the object |
2021 | /// <param name="vel"></param> | 2021 | /// will be used if it exists.</param> |
2022 | /// <param name="vel">The velocity of the rezzed object.</param> | ||
2022 | /// <param name="param"></param> | 2023 | /// <param name="param"></param> |
2023 | /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful</returns> | 2024 | /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful</returns> |
2024 | public virtual SceneObjectGroup RezObject( | 2025 | public virtual SceneObjectGroup RezObject( |
2025 | SceneObjectPart sourcePart, TaskInventoryItem item, | 2026 | SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion? rot, Vector3 vel, int param) |
2026 | Vector3 pos, Quaternion rot, Vector3 vel, int param) | ||
2027 | { | 2027 | { |
2028 | if (null == item) | 2028 | if (null == item) |
2029 | return null; | 2029 | return null; |
@@ -2041,8 +2041,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2041 | if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) | 2041 | if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) |
2042 | sourcePart.Inventory.RemoveInventoryItem(item.ItemID); | 2042 | sourcePart.Inventory.RemoveInventoryItem(item.ItemID); |
2043 | } | 2043 | } |
2044 | 2044 | ||
2045 | AddNewSceneObject(group, true, pos, rot, vel); | 2045 | AddNewSceneObject(group, true); |
2046 | |||
2047 | group.AbsolutePosition = pos; | ||
2048 | group.Velocity = vel; | ||
2049 | |||
2050 | if (rot != null) | ||
2051 | group.UpdateGroupRotationR((Quaternion)rot); | ||
2046 | 2052 | ||
2047 | // We can only call this after adding the scene object, since the scene object references the scene | 2053 | // We can only call this after adding the scene object, since the scene object references the scene |
2048 | // to find out if scripts should be activated at all. | 2054 | // to find out if scripts should be activated at all. |