public void llRotLookAt(LSL_Rotation target, double strength, double damping) { m_host.AddScriptLPS(1); // Per discussion with Melanie, for non-physical objects llLookAt appears to simply // set the rotation of the object, copy that behavior SceneObjectGroup sog = m_host.ParentGroup; if(sog == null || sog.IsDeleted) return; if (strength == 0 || !sog.UsesPhysics || sog.IsAttachment) { llSetLocalRot(target); } else { sog.RotLookAt(target, (float)strength, (float)damping); } }