Beispiel #1
0
        /// <summary>
        ///     This isn't really an LSL function, just a way to merge llRezAtRoot and llRezObject into one
        /// </summary>
        /// <param name="inventory"></param>
        /// <param name="pos"></param>
        /// <param name="vel"></param>
        /// <param name="rot"></param>
        /// <param name="param"></param>
        /// <param name="isRezAtRoot"></param>
        /// <param name="doRecoil"></param>
        /// <param name="setDieAtEdge"></param>
        /// <param name="checkPos"></param>
        /// <returns></returns>
        public DateTime llRezPrim(string inventory, LSL_Vector pos, LSL_Vector vel,
                                  LSL_Rotation rot, int param, bool isRezAtRoot, bool doRecoil,
                                  bool setDieAtEdge, bool checkPos)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.Low, "llRezPrim", m_host, "LSL", m_itemID))
            {
                return(DateTime.Now);
            }

            if (m_ScriptEngine.Config.GetBoolean("AllowllRezObject", true))
            {
                if (double.IsNaN(rot.x) || double.IsNaN(rot.y) || double.IsNaN(rot.z) || double.IsNaN(rot.s))
                {
                    return(DateTime.Now);
                }
                if (checkPos)
                {
                    float dist = (float)llVecDist(llGetPos(), pos);

                    if (dist > m_ScriptDistanceFactor * 10.0f)
                    {
                        return(DateTime.Now);
                    }
                }

                TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();

                foreach (KeyValuePair <UUID, TaskInventoryItem> inv in partInventory)
                {
                    if (inv.Value.Name == inventory)
                    {
                        // make sure we're an object.
                        if (inv.Value.InvType != (int)InventoryType.Object)
                        {
                            llSay(0, "Unable to create requested object. Object is missing from database.");
                            return(DateTime.Now);
                        }

                        Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
                        Vector3 llvel = new Vector3((float)vel.x, (float)vel.y, (float)vel.z);

                        ISceneEntity new_group = RezObject(m_host, inv.Value, llpos, Rot2Quaternion(rot), llvel, param,
                                                           m_host.UUID, isRezAtRoot);
                        if (new_group == null)
                        {
                            continue;
                        }

                        new_group.OnFinishedPhysicalRepresentationBuilding +=
                            delegate() {
                            //Do this after the physics engine has built the prim
                            float groupmass = new_group.GetMass();
                            //Recoil to the av
                            if (m_host.IsAttachment &&
                                doRecoil &&
                                (new_group.RootChild.Flags & PrimFlags.Physics) == PrimFlags.Physics)
                            {
                                IScenePresence SP = m_host.ParentEntity.Scene.GetScenePresence(m_host.OwnerID);
                                if (SP != null)
                                {
                                    //Push the av backwards (For every action, there is an equal, but opposite reaction)
                                    Vector3 impulse = llvel * groupmass;
                                    impulse.X = impulse.X <1 ? impulse.X : impulse.X> -1 ? impulse.X : -1;
                                    impulse.Y = impulse.Y <1 ? impulse.Y : impulse.Y> -1 ? impulse.Y : -1;
                                    impulse.Z = impulse.Z <1 ? impulse.Z : impulse.Z> -1 ? impulse.Z : -1;
                                    SP.PushForce(impulse);
                                }
                            }
                        };

                        // If there was an unknown error.
                        if (new_group.RootChild == null)
                        {
                            continue;
                        }

                        // objects rezzed with this method are die_at_edge by default.
                        if (setDieAtEdge)
                        {
                            new_group.RootChild.SetDieAtEdge(true);
                        }

                        // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
                        return(PScriptSleep(m_sleepMsOnRezAtRoot));
                    }
                }

                llSay(0, "Could not find object " + inventory);
            }
            return(DateTime.Now);
        }