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*Added EstateSettings.cs and moved many relevant variables from RegionInfoBase to EstateSettings class and added an EstateSettings objection to RegionInfoBase
*Added a few missed copyright headers *Fixed a filename typo
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@@ -33,6 +33,7 @@ using System.Web;
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using System.IO;
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using OpenSim.Framework.Interfaces;
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using OpenSim.Framework.Utilities;
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using OpenSim.Framework.Types;
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using libsecondlife;
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namespace OpenSim.RegionServer
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@@ -44,41 +45,13 @@ namespace OpenSim.RegionServer
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public uint RegionLocX;
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public uint RegionLocY;
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public ulong RegionHandle;
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public ushort RegionWaterHeight = 20;
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public bool RegionTerraform = true;
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public LLUUID RegionOwner = new LLUUID();
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public int IPListenPort;
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public string IPListenAddr;
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// Region Information
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// Low resolution 'base' textures. No longer used.
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public LLUUID TerrainBase0 = new LLUUID("b8d3965a-ad78-bf43-699b-bff8eca6c975"); // Default
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public LLUUID TerrainBase1 = new LLUUID("abb783e6-3e93-26c0-248a-247666855da3"); // Default
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public LLUUID TerrainBase2 = new LLUUID("179cdabd-398a-9b6b-1391-4dc333ba321f"); // Default
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public LLUUID TerrainBase3 = new LLUUID("beb169c7-11ea-fff2-efe5-0f24dc881df2"); // Default
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// Higher resolution terrain textures
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public LLUUID TerrainDetail0 = new LLUUID("00000000-0000-0000-0000-000000000000");
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public LLUUID TerrainDetail1 = new LLUUID("00000000-0000-0000-0000-000000000000");
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public LLUUID TerrainDetail2 = new LLUUID("00000000-0000-0000-0000-000000000000");
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public LLUUID TerrainDetail3 = new LLUUID("00000000-0000-0000-0000-000000000000");
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// First quad - each point is bilinearly interpolated at each meter of terrain
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public float TerrainStartHeight00 = 10.0f; // NW Corner ( I think )
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public float TerrainStartHeight01 = 10.0f; // NE Corner ( I think )
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public float TerrainStartHeight10 = 10.0f; // SW Corner ( I think )
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public float TerrainStartHeight11 = 10.0f; // SE Corner ( I think )
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// Second quad - also bilinearly interpolated.
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// Terrain texturing is done that:
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// 0..3 (0 = base0, 3 = base3) = (terrain[x,y] - start[x,y]) / range[x,y]
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public float TerrainHeightRange00 = 60.0f;
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public float TerrainHeightRange01 = 60.0f;
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public float TerrainHeightRange10 = 60.0f;
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public float TerrainHeightRange11 = 60.0f;
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// Terrain Default (Must be in F32 Format!)
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public string TerrainFile = "default.r32";
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public double TerrainMultiplier = 60.0;
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public EstateSettings estateSettings;
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public RegionInfoBase()
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{
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