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-rw-r--r--OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs21
1 files changed, 11 insertions, 10 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
index 57d9966..d220b4a 100644
--- a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
+++ b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
@@ -2133,10 +2133,9 @@ namespace OpenSim.Region.ScriptEngine.Common
2133 Deprecated("llMakeFire"); 2133 Deprecated("llMakeFire");
2134 } 2134 }
2135 2135
2136 public void llRezObject(string inventory, LSL_Types.Vector3 pos, LSL_Types.Vector3 vel, LSL_Types.Quaternion rot, int param) 2136 public void llRezAtRoot(string inventory, LSL_Types.Vector3 pos, LSL_Types.Vector3 vel, LSL_Types.Quaternion rot, int param)
2137 { 2137 {
2138 m_host.AddScriptLPS(1); 2138 m_host.AddScriptLPS(1);
2139 //NotImplemented("llRezObject");
2140 bool found = false; 2139 bool found = false;
2141 2140
2142 // Instead of using return;, I'm using continue; because in our TaskInventory implementation 2141 // Instead of using return;, I'm using continue; because in our TaskInventory implementation
@@ -2191,6 +2190,12 @@ namespace OpenSim.Region.ScriptEngine.Common
2191 llSay(0, "Could not find object " + inventory); 2190 llSay(0, "Could not find object " + inventory);
2192 } 2191 }
2193 2192
2193 public void llRezObject(string inventory, LSL_Types.Vector3 pos, LSL_Types.Vector3 vel, LSL_Types.Quaternion rot, int param)
2194 {
2195 // This just calls llRezAtRoot for now.... Lol.
2196 llRezAtRoot( inventory, pos, vel, rot, param );
2197 }
2198
2194 public void llLookAt(LSL_Types.Vector3 target, double strength, double damping) 2199 public void llLookAt(LSL_Types.Vector3 target, double strength, double damping)
2195 { 2200 {
2196 m_host.AddScriptLPS(1); 2201 m_host.AddScriptLPS(1);
@@ -3209,7 +3214,10 @@ namespace OpenSim.Region.ScriptEngine.Common
3209 public void llPushObject(string target, LSL_Types.Vector3 impulse, LSL_Types.Vector3 ang_impulse, int local) 3214 public void llPushObject(string target, LSL_Types.Vector3 impulse, LSL_Types.Vector3 ang_impulse, int local)
3210 { 3215 {
3211 m_host.AddScriptLPS(1); 3216 m_host.AddScriptLPS(1);
3212 NotImplemented("llPushObject"); 3217 SceneObjectPart targ = World.GetSceneObjectPart(target);
3218 if( targ == null )
3219 return;
3220 targ.ApplyImpulse(new LLVector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0);
3213 } 3221 }
3214 3222
3215 public void llPassCollisions(int pass) 3223 public void llPassCollisions(int pass)
@@ -6459,13 +6467,6 @@ namespace OpenSim.Region.ScriptEngine.Common
6459 return tokens; 6467 return tokens;
6460 } 6468 }
6461 6469
6462 public void llRezAtRoot(string inventory, LSL_Types.Vector3 position, LSL_Types.Vector3 velocity,
6463 LSL_Types.Quaternion rot, int param)
6464 {
6465 m_host.AddScriptLPS(1);
6466 NotImplemented("llRezAtRoot");
6467 }
6468
6469 public LSL_Types.LSLInteger llGetObjectPermMask(int mask) 6470 public LSL_Types.LSLInteger llGetObjectPermMask(int mask)
6470 { 6471 {
6471 m_host.AddScriptLPS(1); 6472 m_host.AddScriptLPS(1);