Terrain changes done via osTerrainSetHeight aren't shown immediately to the clients in

that region. I decided against sending the terrain on every call to osTerrainSetHeight
(which makes it abysmally slow), and added a osTerrainFlush instead, which should be
called after all the terrain-changes have been done. Changed some return types to
LSL types, too, and removed some end-of-line spaces.
This commit is contained in:
Homer Horwitz
2009-04-19 13:34:28 +00:00
parent 9c3ec87b97
commit 33e1316ced
3 changed files with 56 additions and 36 deletions

View File

@@ -33,6 +33,8 @@ using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
{
@@ -59,8 +61,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
string osSetDynamicTextureData(string dynamicID, string contentType, string data, string extraParams, int timer);
string osSetDynamicTextureDataBlend(string dynamicID, string contentType, string data, string extraParams,
int timer, int alpha);
double osTerrainGetHeight(int x, int y);
int osTerrainSetHeight(int x, int y, double val);
LSL_Float osTerrainGetHeight(int x, int y);
LSL_Integer osTerrainSetHeight(int x, int y, double val);
void osTerrainFlush();
int osRegionRestart(double seconds);
void osRegionNotice(string msg);
bool osConsoleCommand(string Command);