protected void SitTarget(SceneObjectPart part, LSL_Vector offset, LSL_Rotation rot) { // LSL quaternions can normalize to 0, normal Quaternions can't. if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0) rot.s = 1; // ZERO_ROTATION = 0,0,0,1 part.SitTargetPosition = offset; part.SitTargetOrientation = rot; part.ParentGroup.HasGroupChanged = true; }