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Add PRIM_NAME, PRIM_DESC and PRIM_ROT_LOCAL
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@@ -7690,6 +7690,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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Util.Clip((float)primTextColor.z, 0.0f, 1.0f));
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part.SetText(primText, av3, Util.Clip((float)primTextAlpha, 0.0f, 1.0f));
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break;
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case (int)ScriptBaseClass.PRIM_NAME:
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if (remain < 1)
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return;
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string primName = rules.GetLSLStringItem(idx++);
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part.Name = primName;
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break;
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case (int)ScriptBaseClass.PRIM_DESC:
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if (remain < 1)
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return;
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string primDesc = rules.GetLSLStringItem(idx++);
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part.Description = primDesc;
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break;
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case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
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if (remain < 1)
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return;
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LSL_Rotation lr = rules.GetQuaternionItem(idx++);
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SetRot(part, Rot2Quaternion(lr));
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break;
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}
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}
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@@ -8373,6 +8391,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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textColor.B));
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res.Add(new LSL_Float(textColor.A));
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break;
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case (int)ScriptBaseClass.PRIM_NAME:
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res.Add(part.Name);
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break;
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case (int)ScriptBaseClass.PRIM_DESC:
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res.Add(part.Description);
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break;
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case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
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res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W));
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break;
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}
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}
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return res;
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