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Terrain changes done via osTerrainSetHeight aren't shown immediately to the clients in
that region. I decided against sending the terrain on every call to osTerrainSetHeight (which makes it abysmally slow), and added a osTerrainFlush instead, which should be called after all the terrain-changes have been done. Changed some return types to LSL types, too, and removed some end-of-line spaces.
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@@ -40,6 +40,8 @@ using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
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using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
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using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
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using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
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using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
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using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
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namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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{
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@@ -132,16 +134,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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return m_OSSL_Functions.osSetDynamicTextureDataBlend(dynamicID, contentType, data, extraParams, timer, alpha);
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}
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public double osTerrainGetHeight(int x, int y)
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public LSL_Float osTerrainGetHeight(int x, int y)
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{
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return m_OSSL_Functions.osTerrainGetHeight(x, y);
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}
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public int osTerrainSetHeight(int x, int y, double val)
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public LSL_Integer osTerrainSetHeight(int x, int y, double val)
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{
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return m_OSSL_Functions.osTerrainSetHeight(x, y, val);
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}
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public void osTerrainFlush()
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{
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m_OSSL_Functions.osTerrainFlush();
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}
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public int osRegionRestart(double seconds)
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{
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return m_OSSL_Functions.osRegionRestart(seconds);
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