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A script/custom application should be able to add a particle system to a prim, just create a new libsecondlife.Primitive.ParticleSystem() and then call AddNewParticleSystem() on the OpenSim particle : we really need to rename our particle class to stop conflict with the one in libsl.
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@@ -38,6 +38,7 @@ namespace OpenSim.Region.Environment.Scenes
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public uint BaseMask = FULL_MASK_PERMISSIONS;
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private PrimitiveBaseShape m_Shape;
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private byte[] m_particleSystem = new byte[0];
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public SceneObject m_RootParent;
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public bool m_isRootPrim;
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@@ -620,6 +621,12 @@ namespace OpenSim.Region.Environment.Scenes
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#endregion
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public void AddNewParticleSystem(libsecondlife.Primitive.ParticleSystem pSystem)
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{
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this.m_particleSystem = pSystem.GetBytes();
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ScheduleFullUpdate();
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}
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#region Client Update Methods
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/// <summary>
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@@ -653,7 +660,7 @@ namespace OpenSim.Region.Environment.Scenes
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lRot = new LLQuaternion(Rotation.x, Rotation.y, Rotation.z, Rotation.w);
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remoteClient.SendPrimitiveToClient(m_regionHandle, 64096, LocalId, m_Shape, lPos, lRot, m_flags, m_uuid,
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OwnerID, m_text, ParentID);
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OwnerID, m_text, ParentID, this.m_particleSystem);
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}
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/// <summary>
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