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@@ -1,142 +1,142 @@
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using System.Collections.Generic;
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using Axiom.Math;
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using libsecondlife;
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namespace OpenSim.Region.Environment.Scenes
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{
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public abstract class EntityBase
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{
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public LLUUID uuid;
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protected List<EntityBase> children;
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protected Scene m_world;
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protected string m_name;
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/// <summary>
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///
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/// </summary>
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public virtual string Name
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{
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get { return m_name; }
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set { m_name = value; }
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}
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protected LLVector3 m_pos;
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/// <summary>
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///
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/// </summary>
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public virtual LLVector3 Pos
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{
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get
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{
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return m_pos;
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}
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set
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{
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m_pos = value;
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}
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}
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public LLVector3 m_velocity;
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/// <summary>
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///
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/// </summary>
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public virtual LLVector3 Velocity
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{
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get
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{
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return m_velocity;
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}
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set
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{
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m_velocity = value;
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}
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}
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protected Quaternion m_rotation = new Quaternion(0,0,1,0);
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public virtual Quaternion Rotation
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{
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get
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{
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return m_rotation;
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}
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set
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{
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m_rotation = value;
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}
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}
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protected uint m_localId;
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public uint LocalId
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{
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get { return m_localId; }
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set { m_localId = value; }
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}
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/// <summary>
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/// Creates a new Entity (should not occur on it's own)
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/// </summary>
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public EntityBase()
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{
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uuid = new LLUUID();
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m_pos = new LLVector3();
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m_velocity = new LLVector3();
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Rotation = new Quaternion();
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m_name = "(basic entity)";
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children = new List<EntityBase>();
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}
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/// <summary>
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///
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/// </summary>
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public virtual void updateMovement()
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{
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foreach (EntityBase child in children)
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{
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child.updateMovement();
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}
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}
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/// <summary>
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/// Performs any updates that need to be done at each frame. This function is overridable from it's children.
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/// </summary>
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public virtual void update()
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{
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// Do any per-frame updates needed that are applicable to every type of entity
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foreach (EntityBase child in children)
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{
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child.update();
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}
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}
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/// <summary>
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/// Called at a set interval to inform entities that they should back themsleves up to the DB
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/// </summary>
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public virtual void BackUp()
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{
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}
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/// <summary>
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/// Copies the entity
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/// </summary>
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/// <returns></returns>
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public virtual EntityBase Copy()
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{
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return (EntityBase)this.MemberwiseClone();
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}
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/// <summary>
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/// Infoms the entity that the land (heightmap) has changed
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/// </summary>
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public virtual void LandRenegerated()
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{
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}
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}
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}
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using System.Collections.Generic;
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using Axiom.Math;
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using libsecondlife;
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namespace OpenSim.Region.Environment.Scenes
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{
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public abstract class EntityBase
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{
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public LLUUID uuid;
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protected List<EntityBase> children;
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protected Scene m_world;
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protected string m_name;
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/// <summary>
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///
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/// </summary>
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public virtual string Name
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{
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get { return m_name; }
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set { m_name = value; }
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}
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protected LLVector3 m_pos;
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/// <summary>
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///
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/// </summary>
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public virtual LLVector3 Pos
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{
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get
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{
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return m_pos;
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}
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set
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{
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m_pos = value;
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}
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}
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public LLVector3 m_velocity;
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/// <summary>
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///
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/// </summary>
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public virtual LLVector3 Velocity
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{
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get
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{
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return m_velocity;
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}
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set
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{
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m_velocity = value;
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}
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}
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protected Quaternion m_rotation = new Quaternion(0,0,1,0);
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public virtual Quaternion Rotation
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{
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get
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{
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return m_rotation;
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}
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set
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{
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m_rotation = value;
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}
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}
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protected uint m_localId;
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public uint LocalId
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{
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get { return m_localId; }
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set { m_localId = value; }
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}
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/// <summary>
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/// Creates a new Entity (should not occur on it's own)
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/// </summary>
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public EntityBase()
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{
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uuid = new LLUUID();
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m_pos = new LLVector3();
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m_velocity = new LLVector3();
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Rotation = new Quaternion();
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m_name = "(basic entity)";
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children = new List<EntityBase>();
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}
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/// <summary>
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///
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/// </summary>
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public virtual void updateMovement()
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{
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foreach (EntityBase child in children)
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{
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child.updateMovement();
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}
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}
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/// <summary>
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/// Performs any updates that need to be done at each frame. This function is overridable from it's children.
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/// </summary>
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public virtual void update()
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{
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// Do any per-frame updates needed that are applicable to every type of entity
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foreach (EntityBase child in children)
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{
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child.update();
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}
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}
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/// <summary>
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/// Called at a set interval to inform entities that they should back themsleves up to the DB
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/// </summary>
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public virtual void BackUp()
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{
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}
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/// <summary>
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/// Copies the entity
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/// </summary>
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/// <returns></returns>
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public virtual EntityBase Copy()
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{
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return (EntityBase)this.MemberwiseClone();
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}
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/// <summary>
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/// Infoms the entity that the land (heightmap) has changed
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/// </summary>
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public virtual void LandRenegerated()
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{
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}
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}
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}
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