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Diffstat (limited to 'OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs')
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index e53a61a..bf74760 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -308,7 +308,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
308 // In attachments, the sensor cone always orients with the 308 // In attachments, the sensor cone always orients with the
309 // avatar rotation. This may include a nonzero elevation if 309 // avatar rotation. This may include a nonzero elevation if
310 // in mouselook. 310 // in mouselook.
311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar); 311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
312 q = avatar.Rotation; 312 q = avatar.Rotation;
313 } 313 }
314 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 314 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -428,7 +428,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
428 // In attachments, the sensor cone always orients with the 428 // In attachments, the sensor cone always orients with the
429 // avatar rotation. This may include a nonzero elevation if 429 // avatar rotation. This may include a nonzero elevation if
430 // in mouselook. 430 // in mouselook.
431 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar); 431 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
432 q = avatar.Rotation; 432 q = avatar.Rotation;
433 } 433 }
434 434