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terraforming changes: make sliders work, remove some brushs, etc. Feedback needed (run prebuild)
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@@ -5153,7 +5153,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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int count = 0;
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EntityUpdate eu;
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for(int indx = 0; indx < objectUpdates.Count;++indx)
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for(int indx = 0; indx < objectUpdates.Count; ++indx)
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{
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eu = objectUpdates[indx];
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lastpos = zc.Position;
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@@ -8971,34 +8971,26 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private bool HandlerModifyLand(IClientAPI sender, Packet Pack)
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{
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if (OnModifyTerrain == null)
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return true;
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ModifyLandPacket modify = (ModifyLandPacket)Pack;
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#region Packet Session and User Check
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if (modify.AgentData.SessionID != SessionId ||
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modify.AgentData.AgentID != AgentId)
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if (modify.ParcelData.Length == 0)
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return true;
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#region Packet Session and User Check
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if (modify.AgentData.SessionID != SessionId || modify.AgentData.AgentID != AgentId)
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return true;
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#endregion
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//m_log.Info("[LAND]: LAND:" + modify.ToString());
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if (modify.ParcelData.Length > 0)
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for (int i = 0; i < modify.ParcelData.Length; i++)
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{
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// Note: the ModifyTerrain event handler sends out updated packets before the end of this event. Therefore,
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// a simple boolean value should work and perhaps queue up just a few terrain patch packets at the end of the edit.
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if (OnModifyTerrain != null)
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{
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for (int i = 0; i < modify.ParcelData.Length; i++)
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{
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ModifyTerrain handlerModifyTerrain = OnModifyTerrain;
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if (handlerModifyTerrain != null)
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{
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handlerModifyTerrain(AgentId, modify.ModifyBlock.Height, modify.ModifyBlock.Seconds,
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modify.ModifyBlock.BrushSize,
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modify.ModifyBlock.Action, modify.ParcelData[i].North,
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modify.ParcelData[i].West, modify.ParcelData[i].South,
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modify.ParcelData[i].East, AgentId);
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}
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}
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}
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OnModifyTerrain?.Invoke(AgentId, modify.ModifyBlock.Height, modify.ModifyBlock.Seconds,
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modify.ModifyBlockExtended[i].BrushSize, modify.ModifyBlock.Action,
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modify.ParcelData[i].North, modify.ParcelData[i].West,
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modify.ParcelData[i].South, modify.ParcelData[i].East);
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}
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return true;
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