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-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs25
1 files changed, 16 insertions, 9 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index b4b9f00..510f2fa 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -500,16 +500,17 @@ namespace OpenSim.Region.Environment.Scenes
500 } 500 }
501 501
502 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too 502 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
503 if(m_sitTargetAvatar != UUID.Zero) { 503 if (m_sitTargetAvatar != UUID.Zero)
504 {
504 if (m_parentGroup != null) // TODO can there be a SOP without a SOG? 505 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
505 { 506 {
506 ScenePresence avatar; 507 ScenePresence avatar;
507 if(m_parentGroup.Scene.TryGetAvatar(m_sitTargetAvatar, out avatar)) { 508 if (m_parentGroup.Scene.TryGetAvatar(m_sitTargetAvatar, out avatar))
509 {
508 avatar.ParentPosition = GetWorldPosition(); 510 avatar.ParentPosition = GetWorldPosition();
509 } 511 }
510 } 512 }
511 } 513 }
512
513 } 514 }
514 } 515 }
515 516
@@ -3304,27 +3305,33 @@ namespace OpenSim.Region.Environment.Scenes
3304 } 3305 }
3305 } 3306 }
3306 3307
3307 public void SetCameraAtOffset(Vector3 v) { 3308 public void SetCameraAtOffset(Vector3 v)
3309 {
3308 m_cameraAtOffset = v; 3310 m_cameraAtOffset = v;
3309 } 3311 }
3310 3312
3311 public void SetCameraEyeOffset(Vector3 v) { 3313 public void SetCameraEyeOffset(Vector3 v)
3314 {
3312 m_cameraEyeOffset = v; 3315 m_cameraEyeOffset = v;
3313 } 3316 }
3314 3317
3315 public void SetForceMouselook(bool force) { 3318 public void SetForceMouselook(bool force)
3319 {
3316 m_forceMouselook = force; 3320 m_forceMouselook = force;
3317 } 3321 }
3318 3322
3319 public Vector3 GetCameraAtOffset() { 3323 public Vector3 GetCameraAtOffset()
3324 {
3320 return m_cameraAtOffset; 3325 return m_cameraAtOffset;
3321 } 3326 }
3322 3327
3323 public Vector3 GetCameraEyeOffset() { 3328 public Vector3 GetCameraEyeOffset()
3329 {
3324 return m_cameraEyeOffset; 3330 return m_cameraEyeOffset;
3325 } 3331 }
3326 3332
3327 public bool GetForceMouselook() { 3333 public bool GetForceMouselook()
3334 {
3328 return m_forceMouselook; 3335 return m_forceMouselook;
3329 } 3336 }
3330 3337