change spinobject math, and a few minor things

This commit is contained in:
UbitUmarov
2016-09-16 22:10:36 +01:00
parent 1b18711205
commit 2338d3d2e5
3 changed files with 14 additions and 37 deletions

View File

@@ -1674,32 +1674,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
/* moved to scene ProcessObjectGrabUpdate
/// <summary>
/// Move the given object
/// </summary>
/// <param name="objectID"></param>
/// <param name="offset"></param>
/// <param name="pos"></param>
/// <param name="remoteClient"></param>
protected internal void MoveObject(UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
{
SceneObjectGroup group = GetGroupByPrim(objectID);
if (group != null)
{
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.)
{
group.GrabMovement(objectID, offset, pos, remoteClient);
}
// This is outside the above permissions condition
// so that if the object is locked the client moving the object
// get's it's position on the simulator even if it was the same as before
// This keeps the moving user's client in sync with the rest of the world.
group.SendGroupTerseUpdate();
}
}
*/
/// <summary>
///