refactor: Use SOP.Flags rather than SOP.ObjectFlags

This commit is contained in:
Justin Clark-Casey (justincc)
2010-08-13 20:23:53 +01:00
parent c98c6a2930
commit 39a748b47a
9 changed files with 25 additions and 25 deletions

View File

@@ -1897,7 +1897,7 @@ namespace OpenSim.Region.Framework.Scenes
AddRestoredSceneObject(group, true, true);
SceneObjectPart rootPart = group.GetChildPart(group.UUID);
rootPart.ObjectFlags &= ~(uint)PrimFlags.Scripted;
rootPart.Flags &= ~PrimFlags.Scripted;
rootPart.TrimPermissions();
group.CheckSculptAndLoad();
//rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
@@ -2184,7 +2184,7 @@ namespace OpenSim.Region.Framework.Scenes
foreach (SceneObjectPart part in group.Children.Values)
{
if (part.IsJoint() && ((part.ObjectFlags&(uint)PrimFlags.Physics) != 0))
if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
{
PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
}
@@ -4852,7 +4852,7 @@ namespace OpenSim.Region.Framework.Scenes
}
// turn the proxy non-physical, which also stops its client-side interpolation
bool wasUsingPhysics = ((jointProxyObject.ObjectFlags & (uint)PrimFlags.Physics) != 0);
bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
if (wasUsingPhysics)
{
jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock

View File

@@ -1322,9 +1322,9 @@ namespace OpenSim.Region.Framework.Scenes
public void aggregateScriptEvents()
{
uint objectflagupdate=(uint)RootPart.GetEffectiveObjectFlags();
PrimFlags objectflagupdate = (PrimFlags)RootPart.GetEffectiveObjectFlags();
scriptEvents aggregateScriptEvents=0;
scriptEvents aggregateScriptEvents = 0;
lock (m_parts)
{
@@ -1333,7 +1333,7 @@ namespace OpenSim.Region.Framework.Scenes
if (part == null)
continue;
if (part != RootPart)
part.ObjectFlags = objectflagupdate;
part.Flags = objectflagupdate;
aggregateScriptEvents |= part.AggregateScriptEvents;
}
}

View File

@@ -1324,7 +1324,7 @@ namespace OpenSim.Region.Framework.Scenes
public void AddFlag(PrimFlags flag)
{
// PrimFlags prevflag = Flags;
if ((ObjectFlags & (uint) flag) == 0)
if ((Flags & flag) == 0)
{
//m_log.Debug("Adding flag: " + ((PrimFlags) flag).ToString());
Flags |= flag;
@@ -1607,7 +1607,7 @@ namespace OpenSim.Region.Framework.Scenes
dupe.Velocity = new Vector3(0, 0, 0);
dupe.Acceleration = new Vector3(0, 0, 0);
dupe.AngularVelocity = new Vector3(0, 0, 0);
dupe.ObjectFlags = ObjectFlags;
dupe.Flags = Flags;
dupe._ownershipCost = _ownershipCost;
dupe._objectSaleType = _objectSaleType;
@@ -1644,7 +1644,7 @@ namespace OpenSim.Region.Framework.Scenes
m_parentGroup.Scene.AssetService.Get(dupe.m_shape.SculptTexture.ToString(), dupe, AssetReceived);
}
bool UsePhysics = ((dupe.ObjectFlags & (uint)PrimFlags.Physics) != 0);
bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
}
@@ -4271,9 +4271,9 @@ namespace OpenSim.Region.Framework.Scenes
public void UpdatePrimFlags(bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVD)
{
bool wasUsingPhysics = ((ObjectFlags & (uint) PrimFlags.Physics) != 0);
bool wasTemporary = ((ObjectFlags & (uint)PrimFlags.TemporaryOnRez) != 0);
bool wasPhantom = ((ObjectFlags & (uint)PrimFlags.Phantom) != 0);
bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
bool wasVD = VolumeDetectActive;
if ((UsePhysics == wasUsingPhysics) && (wasTemporary == IsTemporary) && (wasPhantom == IsPhantom) && (IsVD==wasVD))