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https://github.com/opensim/opensim.git
synced 2026-07-31 13:55:35 +08:00
Minor formatting cleanup.
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@@ -2426,7 +2426,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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public static readonly vector ZERO_VECTOR = new vector(0.0, 0.0, 0.0);
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public static readonly rotation ZERO_ROTATION = new rotation(0.0, 0, 0.0, 1.0);
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// constants for llSetCameraParams
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// constants for llSetCameraParams
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public const int CAMERA_PITCH = 0;
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public const int CAMERA_FOCUS_OFFSET = 1;
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public const int CAMERA_FOCUS_OFFSET_X = 2;
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@@ -6924,7 +6924,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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// the object we are in
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LLUUID objectID = m_host.ParentUUID;
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if(objectID == LLUUID.Zero) return;
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if (objectID == LLUUID.Zero) return;
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// we need the permission first, to know which avatar we want to set the camera for
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LLUUID agentID = m_host.TaskInventory[invItemID].PermsGranter;
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@@ -6934,16 +6934,16 @@ namespace OpenSim.Region.ScriptEngine.Common
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ScenePresence presence = World.GetScenePresence(agentID);
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// we are not interested in child-agents
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if(presence.IsChildAgent) return;
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if (presence.IsChildAgent) return;
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SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
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object[] data = rules.Data;
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for(int i = 0; i < data.Length; ++i) {
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for (int i = 0; i < data.Length; ++i) {
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int type = Convert.ToInt32(data[i++]);
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if(i >= data.Length) break; // odd number of entries => ignore the last
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if (i >= data.Length) break; // odd number of entries => ignore the last
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// some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
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switch(type) {
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switch (type) {
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case BuiltIn_Commands_BaseClass.CAMERA_FOCUS:
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case BuiltIn_Commands_BaseClass.CAMERA_FOCUS_OFFSET:
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case BuiltIn_Commands_BaseClass.CAMERA_POSITION:
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@@ -6954,15 +6954,15 @@ namespace OpenSim.Region.ScriptEngine.Common
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break;
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default:
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// TODO: clean that up as soon as the implicit casts are in
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if(data[i] is LSL_Types.LSLFloat)
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if (data[i] is LSL_Types.LSLFloat)
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parameters.Add(type, (float)((LSL_Types.LSLFloat)data[i]).value);
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else if(data[i] is LSL_Types.LSLInteger)
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else if (data[i] is LSL_Types.LSLInteger)
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parameters.Add(type, (float)((LSL_Types.LSLInteger)data[i]).value);
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else parameters.Add(type, Convert.ToSingle(data[i]));
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break;
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}
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}
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if(parameters.Count > 0) presence.ControllingClient.SendSetFollowCamProperties(objectID, parameters);
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if (parameters.Count > 0) presence.ControllingClient.SendSetFollowCamProperties(objectID, parameters);
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}
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public void llClearCameraParams()
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@@ -6975,7 +6975,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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// the object we are in
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LLUUID objectID = m_host.ParentUUID;
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if(objectID == LLUUID.Zero) return;
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if (objectID == LLUUID.Zero) return;
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// we need the permission first, to know which avatar we want to clear the camera for
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LLUUID agentID = m_host.TaskInventory[invItemID].PermsGranter;
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@@ -6985,7 +6985,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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ScenePresence presence = World.GetScenePresence(agentID);
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// we are not interested in child-agents
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if(presence.IsChildAgent) return;
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if (presence.IsChildAgent) return;
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presence.ControllingClient.SendClearFollowCamProperties(objectID);
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}
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@@ -158,8 +158,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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/// </summary>
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private void EventQueueThreadLoop()
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{
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CultureInfo USCulture = new CultureInfo("en-US");
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Thread.CurrentThread.CurrentCulture = USCulture;
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CultureInfo USCulture = new CultureInfo("en-US");
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Thread.CurrentThread.CurrentCulture = USCulture;
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//myScriptEngine.Log.Info("[" + ScriptEngineName + "]: EventQueueManager Worker thread spawned");
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try
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@@ -6702,7 +6702,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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// the object we are in
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LLUUID objectID = m_host.ParentUUID;
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if(objectID == LLUUID.Zero) return;
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if (objectID == LLUUID.Zero) return;
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// we need the permission first, to know which avatar we want to set the camera for
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LLUUID agentID = m_host.TaskInventory[invItemID].PermsGranter;
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@@ -6712,16 +6712,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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ScenePresence presence = World.GetScenePresence(agentID);
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// we are not interested in child-agents
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if(presence.IsChildAgent) return;
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if (presence.IsChildAgent) return;
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SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
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object[] data = rules.Data;
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for(int i = 0; i < data.Length; ++i) {
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for (int i = 0; i < data.Length; ++i) {
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int type = Convert.ToInt32(data[i++]);
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if(i >= data.Length) break; // odd number of entries => ignore the last
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if (i >= data.Length) break; // odd number of entries => ignore the last
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// some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
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switch(type) {
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switch (type) {
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case ScriptBaseClass.CAMERA_FOCUS:
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case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
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case ScriptBaseClass.CAMERA_POSITION:
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@@ -6732,15 +6732,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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break;
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default:
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// TODO: clean that up as soon as the implicit casts are in
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if(data[i] is LSL_Types.LSLFloat)
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if (data[i] is LSL_Types.LSLFloat)
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parameters.Add(type, (float)((LSL_Types.LSLFloat)data[i]).value);
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else if(data[i] is LSL_Types.LSLInteger)
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else if (data[i] is LSL_Types.LSLInteger)
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parameters.Add(type, (float)((LSL_Types.LSLInteger)data[i]).value);
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else parameters.Add(type, Convert.ToSingle(data[i]));
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break;
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}
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}
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if(parameters.Count > 0) presence.ControllingClient.SendSetFollowCamProperties(objectID, parameters);
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if (parameters.Count > 0) presence.ControllingClient.SendSetFollowCamProperties(objectID, parameters);
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}
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public void llClearCameraParams()
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@@ -6753,7 +6753,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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// the object we are in
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LLUUID objectID = m_host.ParentUUID;
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if(objectID == LLUUID.Zero) return;
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if (objectID == LLUUID.Zero) return;
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// we need the permission first, to know which avatar we want to clear the camera for
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LLUUID agentID = m_host.TaskInventory[invItemID].PermsGranter;
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@@ -6763,7 +6763,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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ScenePresence presence = World.GetScenePresence(agentID);
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// we are not interested in child-agents
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if(presence.IsChildAgent) return;
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if (presence.IsChildAgent) return;
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presence.ControllingClient.SendClearFollowCamProperties(objectID);
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}
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