fetch physical_prim switch from [Startup] config from inside scene, as is done for most other scene config params

This commit is contained in:
Justin Clark-Casey (justincc)
2011-10-15 02:54:43 +01:00
parent 5ddefc2564
commit 528cc8136e
7 changed files with 28 additions and 53 deletions

View File

@@ -129,20 +129,15 @@ namespace OpenSim.Region.Framework.Scenes
#region Fields
public bool AllowedDrop;
public bool DIE_AT_EDGE;
public bool RETURN_AT_EDGE;
public bool BlockGrab;
public bool StatusSandbox;
public Vector3 StatusSandboxPos;
[XmlIgnore]
@@ -165,41 +160,29 @@ namespace OpenSim.Region.Framework.Scenes
// for SL compatibility it should be persisted though (set sound / displaytext / particlesystem, kill script)
public UUID Sound;
public byte SoundFlags;
public double SoundGain;
public double SoundRadius;
public uint TimeStampFull;
public uint TimeStampLastActivity; // Will be used for AutoReturn
public uint TimeStampTerse;
public byte SoundFlags;
public double SoundGain;
public double SoundRadius;
public uint TimeStampFull;
public uint TimeStampLastActivity; // Will be used for AutoReturn
public uint TimeStampTerse;
public UUID FromItemID;
public UUID FromFolderID;
public int STATUS_ROTATE_X;
public int STATUS_ROTATE_Y;
public int STATUS_ROTATE_Z;
private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>();
/// <value>
@@ -216,35 +199,26 @@ namespace OpenSim.Region.Framework.Scenes
public scriptEvents AggregateScriptEvents;
public Vector3 AttachedPos;
public Vector3 RotationAxis = Vector3.One;
public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this
// Certainly this must be a persistant setting finally
public bool IsWaitingForFirstSpinUpdatePacket;
public Quaternion SpinOldOrientation = Quaternion.Identity;
public Quaternion m_APIDTarget = Quaternion.Identity;
public float m_APIDDamp = 0;
public float m_APIDStrength = 0;
/// <summary>
/// This part's inventory
/// </summary>
/// </summary>
public IEntityInventory Inventory
{
get { return m_inventory; }