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ODEPlugin
* Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level. * osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE); * By default, prim do not float at the water level. * More work is needed on the floating, but it's a start.
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@@ -1897,6 +1897,11 @@ namespace OpenSim.Region.ScriptEngine.Common
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m_LSL_Functions.osSetParcelMediaURL(url);
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}
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public void osSetPrimFloatOnWater(int floatYN)
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{
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m_LSL_Functions.osSetPrimFloatOnWater(floatYN);
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}
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public double llList2Float(LSL_Types.list src, int index)
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{
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return m_LSL_Functions.llList2Float(src, index);
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@@ -1508,6 +1508,8 @@ namespace OpenSim.Region.ScriptEngine.Common
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}
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}
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public void llSetHoverHeight(double height, int water, double tau)
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{
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m_host.AddScriptLPS(1);
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@@ -4405,6 +4407,18 @@ namespace OpenSim.Region.ScriptEngine.Common
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return false;
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}
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public void osSetPrimFloatOnWater(int floatYN)
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{
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m_host.AddScriptLPS(1);
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if (m_host.ParentGroup != null)
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{
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if (m_host.ParentGroup.RootPart != null)
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{
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m_host.ParentGroup.RootPart.SetFloatOnWater(floatYN);
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}
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}
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}
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private void NotImplemented(string command)
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{
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m_host.AddScriptLPS(1);
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@@ -648,6 +648,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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void osRegionNotice(string msg);
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bool osConsoleCommand(string Command);
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void osSetParcelMediaURL(string url);
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void osSetPrimFloatOnWater(int floatYN);
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}
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}
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