Merge branch 'master' into careminster

Conflicts:
	OpenSim/Framework/Watchdog.cs
	OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
	OpenSim/Region/Framework/Scenes/Scene.cs
	OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
	OpenSim/Region/Framework/Scenes/ScenePresence.cs
This commit is contained in:
Melanie
2012-07-11 03:56:50 +01:00
39 changed files with 962 additions and 314 deletions

View File

@@ -92,7 +92,7 @@ namespace OpenSim.Region.Framework.Interfaces
void ResumeScripts();
/// <summary>
/// Stop all the scripts in this entity.
/// Stop and remove all the scripts in this entity from the scene.
/// </summary>
/// <param name="sceneObjectBeingDeleted">
/// Should be true if these scripts are being removed because the scene
@@ -100,6 +100,11 @@ namespace OpenSim.Region.Framework.Interfaces
/// </param>
void RemoveScriptInstances(bool sceneObjectBeingDeleted);
/// <summary>
/// Stop all the scripts in this entity.
/// </summary>
void StopScriptInstances();
/// <summary>
/// Start a script which is in this entity's inventory.
/// </summary>
@@ -131,7 +136,7 @@ namespace OpenSim.Region.Framework.Interfaces
ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
/// <summary>
/// Stop a script which is in this prim's inventory.
/// Stop and remove a script which is in this prim's inventory from the scene.
/// </summary>
/// <param name="itemId"></param>
/// <param name="sceneObjectBeingDeleted">
@@ -140,6 +145,12 @@ namespace OpenSim.Region.Framework.Interfaces
/// </param>
void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted);
/// <summary>
/// Stop a script which is in this prim's inventory.
/// </summary>
/// <param name="itemId"></param>
void StopScriptInstance(UUID itemId);
/// <summary>
/// Add an item to this entity's inventory. If an item with the same name already exists, then an alternative
/// name is chosen.

View File

@@ -183,6 +183,14 @@ namespace OpenSim.Region.Framework.Interfaces
/// <returns>true if the stand succeeded, false if not</returns>
bool Stand(UUID agentID, Scene scene);
/// <summary>
/// Get the NPC to touch an object.
/// </summary>
/// <param name="agentID"></param>
/// <param name="partID"></param>
/// <returns>true if the touch is actually attempted, false if not</returns>
bool Touch(UUID agentID, UUID partID);
/// <summary>
/// Delete an NPC.
/// </summary>