refactored LandData to use properties, and cleaned up the naming on

the properties a bit to be more consistant with other objects (having things
like .Name .Description, etc).
This commit is contained in:
Sean Dague
2008-07-23 15:50:32 +00:00
parent ecd296ad67
commit 090159defc
16 changed files with 833 additions and 509 deletions

View File

@@ -331,7 +331,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
// Users should be able to edit what is over their land.
ILandObject parcel = m_scene.LandChannel.GetLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y);
if (parcel != null && parcel.landData.ownerID == user)
if (parcel != null && parcel.landData.OwnerID == user)
return objectOwnerMask;
// Admin objects should not be editable by the above
@@ -423,7 +423,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
// Users should be able to edit what is over their land.
ILandObject parcel = m_scene.LandChannel.GetLandObject(group.AbsolutePosition.X, group.AbsolutePosition.Y);
if ((parcel != null) && (parcel.landData.ownerID == currentUser))
if ((parcel != null) && (parcel.landData.OwnerID == currentUser))
{
permission = true;
}
@@ -492,12 +492,12 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
{
bool permission = false;
if (parcel.landData.ownerID == user)
if (parcel.landData.OwnerID == user)
{
permission = true;
}
if (parcel.landData.isGroupOwned)
if (parcel.landData.IsGroupOwned)
{
// TODO: Need to do some extra checks here. Requires group code.
}
@@ -723,7 +723,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
return false;
}
if ((land.landData.landFlags & ((int)Parcel.ParcelFlags.AllowAllObjectEntry)) != 0)
if ((land.landData.Flags & ((int)Parcel.ParcelFlags.AllowAllObjectEntry)) != 0)
{
return true;
}
@@ -770,7 +770,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
ILandObject land = m_scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y);
if (land == null) return false;
if ((land.landData.landFlags & ((int)Parcel.ParcelFlags.CreateObjects)) ==
if ((land.landData.Flags & ((int)Parcel.ParcelFlags.CreateObjects)) ==
(int)Parcel.ParcelFlags.CreateObjects)
permission = true;