* Rezzing items from Inventory on top of other prim rezzes them 0.5 meters above the 'hit' prim instead of buried in the ground somewhere.

* Various Refactorings
This commit is contained in:
Teravus Ovares
2007-12-28 14:24:14 +00:00
parent 5b720b4b39
commit f64d94f8ca
4 changed files with 50 additions and 11 deletions

View File

@@ -226,7 +226,23 @@ namespace OpenSim.Framework
public delegate void ImprovedInstantMessage(
LLUUID fromAgentID, LLUUID fromAgentSession, LLUUID toAgentID, LLUUID imSessionID, uint timestamp,
string fromAgentName, string message, byte dialog); // Cut down from full list
public delegate void RezObject(IClientAPI remoteClient, LLUUID itemID, LLVector3 pos);
//rezPacket.RezData.BypassRaycast;
//rezPacket.RezData.RayEnd;
//rezPacket.RezData.RayEndIsIntersection;
//rezPacket.RezData.RayStart;
//rezPacket.RezData.RayTargetID;
//rezPacket.RezData.RemoveItem;
//rezPacket.RezData.RezSelected;
//rezPacket.RezData.FromTaskID;
//rezPacket.RezData.FromTaskID;
//rezPacket.RezData.EveryoneMask;
//rezPacket.RezData.GroupMask;
//rezPacket.RezData.NextOwnerMask;
public delegate void RezObject(IClientAPI remoteClient, LLUUID itemID, LLVector3 RayEnd, LLVector3 RayStart,
LLUUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
uint EveryoneMask, uint GroupMask, uint NextOwnerMask, uint ItemFlags,
bool RezSelected, bool RemoveItem, LLUUID fromTaskID );
public delegate void ModifyTerrain(
float height, float seconds, byte size, byte action, float north, float west, float south, float east,