From a3cbda0d74a14c05acf04adaaa5b9ff30c6d9fa5 Mon Sep 17 00:00:00 2001 From: TBG Renfold Date: Fri, 10 Aug 2012 01:29:41 +0100 Subject: Removed land checking as suggested by SignpostMarv. Now whatever remaining health the avatar has is displayed (float). This will be 100% (100.000000) if no damage has occurred (as what the viewer should really be seeing anyway). Returns -1.000000 if the avatar is not found. --- .../ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs | 14 ++------------ 1 file changed, 2 insertions(+), 12 deletions(-) diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs index 3d233d7..5e7c2d9 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs @@ -2901,19 +2901,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api CheckThreatLevel(ThreatLevel.None, "osGetHealth"); m_host.AddScriptLPS(1); - UUID avatarId = new UUID(avatar); - Vector3 pos = m_host.GetWorldPosition(); - LSL_Float health = new LSL_Float(-1); - ScenePresence presence = World.GetScenePresence(avatarId); - if (presence != null) - { - LandData land = World.GetLandData((float)pos.X, (float)pos.Y); - if ((land.Flags & (uint)ParcelFlags.AllowDamage) == (uint)ParcelFlags.AllowDamage) - { - health = presence.Health; - } - } + ScenePresence presence = World.GetScenePresence(new UUID(avatar)); + if (presence != null) health = presence.Health; return health; } -- cgit v1.1