diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index ccc483c926..def8fbe7a6 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -91,9 +91,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api config.AddConfig("XEngine"); m_ScriptDelayFactor = config.Configs["XEngine"]. - GetFloat("ScriptDelayFactor", 1.0f); + GetFloat("ScriptDelayFactor", 1.0f); m_ScriptDistanceFactor = config.Configs["XEngine"]. - GetFloat("ScriptDistanceLimitFactor", 1.0f); + GetFloat("ScriptDistanceLimitFactor", 1.0f); AsyncCommands = new AsyncCommandManager(ScriptEngine); } @@ -937,7 +937,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public LSL_Float llGround(LSL_Vector offset) { m_host.AddScriptLPS(1); - Vector3 pos = m_host.GetWorldPosition(); + Vector3 pos = m_host.GetWorldPosition(); int x = (int)(pos.X + offset.x); int y = (int)(pos.Y + offset.y); return World.GetLandHeight(x, y); @@ -1719,9 +1719,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public LSL_Vector llGetPos() { m_host.AddScriptLPS(1); - return new LSL_Vector(m_host.AbsolutePosition.X, - m_host.AbsolutePosition.Y, - m_host.AbsolutePosition.Z); + Vector3 pos = m_host.GetWorldPosition(); + return new LSL_Vector(pos.X, pos.Y, pos.Z); } public LSL_Vector llGetLocalPos() @@ -4845,21 +4844,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api Vector3 p0 = new Vector3(pos.X, pos.Y, (float)llGround( - new LSL_Vector(pos.X, pos.Y, pos.Z) - )); + new LSL_Vector(pos.X, pos.Y, pos.Z) + )); Vector3 p1 = new Vector3(pos.X + 1, pos.Y, (float)llGround( - new LSL_Vector(pos.X + 1, pos.Y, pos.Z) - )); + new LSL_Vector(pos.X + 1, pos.Y, pos.Z) + )); Vector3 p2 = new Vector3(pos.X, pos.Y + 1, (float)llGround( - new LSL_Vector(pos.X, pos.Y + 1, pos.Z) - )); + new LSL_Vector(pos.X, pos.Y + 1, pos.Z) + )); - Vector3 v0 = new Vector3( - p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z); - Vector3 v1 = new Vector3( - p2.X - p1.X, p2.Y - p1.Y, p2.Z - p1.Z); + Vector3 v0 = new Vector3(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z); + Vector3 v1 = new Vector3(p2.X - p1.X, p2.Y - p1.Y, p2.Z - p1.Z); v0.Normalize(); v1.Normalize();