add support for particle glow LSL functions

This commit is contained in:
dahlia
2013-11-05 23:48:44 -08:00
parent 709814c194
commit 0b4577d5b0

View File

@@ -6272,6 +6272,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
ps.BurstPartCount = 1;
ps.BlendFuncSource = ScriptBaseClass.PSYS_PART_BF_SOURCE_ALPHA;
ps.BlendFuncDest = ScriptBaseClass.PSYS_PART_BF_ONE_MINUS_SOURCE_ALPHA;
ps.PartStartGlow = 0.0f;
ps.PartEndGlow = 0.0f;
return ps;
}
@@ -6396,6 +6398,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
prules.BlendFuncDest = (byte)tmpi;
break;
case (int)ScriptBaseClass.PSYS_PART_START_GLOW:
tempf = (float)rules.GetLSLFloatItem(i + 1);
prules.PartStartGlow = (float)tempf;
break;
case (int)ScriptBaseClass.PSYS_PART_END_GLOW:
tempf = (float)rules.GetLSLFloatItem(i + 1);
prules.PartEndGlow = (float)tempf;
break;
case (int)ScriptBaseClass.PSYS_SRC_TEXTURE:
prules.Texture = ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, rules.GetLSLStringItem(i + 1));
break;