From bef1ffa7db3c90f08b3a855e3a5d3d5c7b114549 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 14 May 2011 02:34:46 +0100 Subject: simplify code in llGetParcelMaxPrims() to use existing code in LandObject rather than duping the algo --- .../Shared/Api/Implementation/LSL_Api.cs | 22 ++++------------------ 1 file changed, 4 insertions(+), 18 deletions(-) (limited to 'OpenSim/Region/ScriptEngine') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index bda46fb..2010283 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -9909,29 +9909,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { m_host.AddScriptLPS(1); - LandData land = World.GetLandData((float)pos.x, (float)pos.y); - - float bonusfactor = (float)World.RegionInfo.RegionSettings.ObjectBonus; + ILandObject lo = World.LandChannel.GetLandObject((float)pos.x, (float)pos.y); - if (land == null) - { + if (lo == null) return 0; - } if (sim_wide != 0) - { - int v = (int)((land.SimwideArea / 65536.0f) * (float)World.RegionInfo.ObjectCapacity * bonusfactor); - - return v; - } - + return lo.GetSimulatorMaxPrimCount(lo); else - { - int v = (int)((land.Area / 65536.0f) * (float)World.RegionInfo.ObjectCapacity * bonusfactor); - - return v; - } - + return lo.GetParcelMaxPrimCount(lo); } public LSL_List llGetParcelDetails(LSL_Vector pos, LSL_List param) -- cgit v1.1