fix avatar rotation when sitting on a linked part

Need to take into account rotation of linked prim now that we are always specifying sits wrt the root prim
This commit is contained in:
Justin Clark-Casey (justincc)
2013-11-23 02:09:03 +00:00
parent 8217b52d3a
commit 65304260af

View File

@@ -2591,7 +2591,7 @@ namespace OpenSim.Region.Framework.Scenes
//Quaternion result = (sitTargetOrient * vq) * nq;
m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT + part.OffsetPosition;
Rotation = sitTargetOrient;
Rotation = part.RotationOffset * sitTargetOrient;
ParentPosition = part.AbsolutePosition;
}
else