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-rw-r--r--OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs11
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs11
2 files changed, 10 insertions, 12 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
index d220b4a..48fd7f1 100644
--- a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
+++ b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
@@ -2192,8 +2192,7 @@ namespace OpenSim.Region.ScriptEngine.Common
2192 2192
2193 public void llRezObject(string inventory, LSL_Types.Vector3 pos, LSL_Types.Vector3 vel, LSL_Types.Quaternion rot, int param) 2193 public void llRezObject(string inventory, LSL_Types.Vector3 pos, LSL_Types.Vector3 vel, LSL_Types.Quaternion rot, int param)
2194 { 2194 {
2195 // This just calls llRezAtRoot for now.... Lol. 2195 llRezAtRoot(inventory, pos, vel, rot, param);
2196 llRezAtRoot( inventory, pos, vel, rot, param );
2197 } 2196 }
2198 2197
2199 public void llLookAt(LSL_Types.Vector3 target, double strength, double damping) 2198 public void llLookAt(LSL_Types.Vector3 target, double strength, double damping)
@@ -3214,10 +3213,10 @@ namespace OpenSim.Region.ScriptEngine.Common
3214 public void llPushObject(string target, LSL_Types.Vector3 impulse, LSL_Types.Vector3 ang_impulse, int local) 3213 public void llPushObject(string target, LSL_Types.Vector3 impulse, LSL_Types.Vector3 ang_impulse, int local)
3215 { 3214 {
3216 m_host.AddScriptLPS(1); 3215 m_host.AddScriptLPS(1);
3217 SceneObjectPart targ = World.GetSceneObjectPart(target); 3216 SceneObjectPart targ = World.GetSceneObjectPart(target);
3218 if( targ == null ) 3217 if( targ == null )
3219 return; 3218 return;
3220 targ.ApplyImpulse(new LLVector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0); 3219 targ.ApplyImpulse(new LLVector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0);
3221 } 3220 }
3222 3221
3223 public void llPassCollisions(int pass) 3222 public void llPassCollisions(int pass)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index c2fcd1c..a1f79ae 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -2050,8 +2050,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2050 2050
2051 public void llRezObject(string inventory, LSL_Types.Vector3 pos, LSL_Types.Vector3 vel, LSL_Types.Quaternion rot, int param) 2051 public void llRezObject(string inventory, LSL_Types.Vector3 pos, LSL_Types.Vector3 vel, LSL_Types.Quaternion rot, int param)
2052 { 2052 {
2053 // This just calls llRezAtRoot for now.... Lol. 2053 llRezAtRoot(inventory, pos, vel, rot, param);
2054 llRezAtRoot( inventory, pos, vel, rot, param );
2055 } 2054 }
2056 2055
2057 public void llLookAt(LSL_Types.Vector3 target, double strength, double damping) 2056 public void llLookAt(LSL_Types.Vector3 target, double strength, double damping)
@@ -3156,10 +3155,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3156 public void llPushObject(string target, LSL_Types.Vector3 impulse, LSL_Types.Vector3 ang_impulse, int local) 3155 public void llPushObject(string target, LSL_Types.Vector3 impulse, LSL_Types.Vector3 ang_impulse, int local)
3157 { 3156 {
3158 m_host.AddScriptLPS(1); 3157 m_host.AddScriptLPS(1);
3159 SceneObjectPart targ = World.GetSceneObjectPart(target); 3158 SceneObjectPart targ = World.GetSceneObjectPart(target);
3160 if( targ == null ) 3159 if( targ == null )
3161 return; 3160 return;
3162 targ.ApplyImpulse(new LLVector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0); 3161 targ.ApplyImpulse(new LLVector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0);
3163 } 3162 }
3164 3163
3165 public void llPassCollisions(int pass) 3164 public void llPassCollisions(int pass)