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* Updates LSL2CS converter
* All objects are not touchable by default now * When a script listens for one of the touch events in the state, an object becomes touchable. * All LSL scripts report which events they consume now ** This uses semi-complicated Regex to discover the events, stick them in a dictionary, and then write a method call into each script state's state_entry() event. ** Tedd may figure out a better way to do this in the future. For now, this works for LSL.
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@@ -83,6 +83,7 @@ namespace OpenSim.Region.Environment.Scenes
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SCALE = 0x40
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}
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[Serializable]
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public partial class SceneObjectPart : IScriptHost, ISerializable
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{
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@@ -729,8 +730,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_folderID = LLUUID.Random();
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Flags = 0;
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Flags |= LLObject.ObjectFlags.Touch |
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LLObject.ObjectFlags.AllowInventoryDrop |
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Flags |= LLObject.ObjectFlags.AllowInventoryDrop |
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LLObject.ObjectFlags.CreateSelected;
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@@ -774,7 +774,7 @@ namespace OpenSim.Region.Environment.Scenes
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// Since we don't store script state, this is only a 'temporary' objectflag now
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// If the object is scripted, the script will get loaded and this will be set again
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ObjectFlags &= ~(uint)LLObject.ObjectFlags.Scripted;
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ObjectFlags &= ~(uint)(LLObject.ObjectFlags.Scripted | LLObject.ObjectFlags.Touch);
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TrimPermissions();
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// ApplyPhysics();
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@@ -2312,6 +2312,14 @@ namespace OpenSim.Region.Environment.Scenes
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SetText( text );
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}
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public void setScriptEvents(LLUUID scriptID, int events)
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{
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if (m_parentGroup != null)
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{
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m_parentGroup.SetScriptEvents(scriptID, events);
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}
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}
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protected SceneObjectPart(SerializationInfo info, StreamingContext context)
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{
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//System.Console.WriteLine("SceneObjectPart Deserialize BGN");
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