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* minor: various doc and tidy up, logging increase to make it clearer which prim is failing a border crossing
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@@ -108,8 +108,6 @@ namespace OpenSim.Region.Environment.Scenes
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[XmlIgnore]
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public PhysicsActor PhysActor = null;
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//Xantor 20080528 Sound stuff:
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// Note: This isn't persisted in the database right now, as the fields for that aren't just there yet.
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// Not a big problem as long as the script that sets it remains in the prim on startup.
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@@ -443,6 +441,9 @@ namespace OpenSim.Region.Environment.Scenes
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set { m_particleSystem = value; }
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}
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/// <summary>
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/// The position of the entire group that this prim belongs to.
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/// </summary>
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public Vector3 GroupPosition
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{
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get
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@@ -475,18 +476,14 @@ namespace OpenSim.Region.Environment.Scenes
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{
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try
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{
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// Root prim actually goes at Position
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if (_parentID == 0)
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{
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PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
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}
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else
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{
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// To move the child prim in respect to the group position and rotation we have to calculate
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Vector3 resultingposition = GetWorldPosition();
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PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
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Quaternion resultingrot = GetWorldRotation();
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@@ -783,8 +780,6 @@ namespace OpenSim.Region.Environment.Scenes
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get { return m_parentGroup; }
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}
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public scriptEvents ScriptEvents
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{
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get { return AggregateScriptEvents; }
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@@ -3321,6 +3316,11 @@ namespace OpenSim.Region.Environment.Scenes
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public bool GetForceMouselook() {
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return m_forceMouselook;
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}
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public override string ToString()
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{
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return String.Format("{0} {1} (parent {2}))", Name, UUID, ParentGroup);
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}
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#endregion Public Methods
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}
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