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Update svn properties. Formatting cleanup. Remove a compiler warning.
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@@ -790,19 +790,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (value == 1)
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{
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SceneObjectGroup group = m_host.ParentGroup;
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if(group == null)
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if (group == null)
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return;
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bool allow = true;
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foreach(SceneObjectPart part in group.Children.Values)
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foreach (SceneObjectPart part in group.Children.Values)
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{
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if(part.Scale.X > World.m_maxPhys || part.Scale.Y > World.m_maxPhys || part.Scale.Z > World.m_maxPhys)
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if (part.Scale.X > World.m_maxPhys || part.Scale.Y > World.m_maxPhys || part.Scale.Z > World.m_maxPhys)
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{
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allow = false;
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break;
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}
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}
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if(!allow)
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if (!allow)
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return;
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m_host.ScriptSetPhysicsStatus(true);
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}
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@@ -937,23 +937,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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// TODO: this needs to trigger a persistance save as well
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if(part == null || part.ParentGroup == null || part.ParentGroup.RootPart == null)
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if (part == null || part.ParentGroup == null || part.ParentGroup.RootPart == null)
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return;
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if(part.ParentGroup.RootPart.PhysActor != null && part.ParentGroup.RootPart.PhysActor.IsPhysical)
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if (part.ParentGroup.RootPart.PhysActor != null && part.ParentGroup.RootPart.PhysActor.IsPhysical)
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{
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if(scale.x > World.m_maxPhys)
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if (scale.x > World.m_maxPhys)
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scale.x = World.m_maxPhys;
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if(scale.y > World.m_maxPhys)
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if (scale.y > World.m_maxPhys)
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scale.y = World.m_maxPhys;
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if(scale.z > World.m_maxPhys)
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if (scale.z > World.m_maxPhys)
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scale.z = World.m_maxPhys;
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}
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if(scale.x > World.m_maxNonphys)
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if (scale.x > World.m_maxNonphys)
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scale.x = World.m_maxNonphys;
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if(scale.y > World.m_maxNonphys)
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if (scale.y > World.m_maxNonphys)
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scale.y = World.m_maxNonphys;
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if(scale.z > World.m_maxNonphys)
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if (scale.z > World.m_maxNonphys)
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scale.z = World.m_maxNonphys;
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LLVector3 tmp = part.Scale;
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tmp.X = (float)scale.x;
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@@ -6748,7 +6748,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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m_host.AddScriptLPS(1);
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IEstateModule estate = World.RequestModuleInterface<IEstateModule>();
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if(estate == null)
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if (estate == null)
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return 67108864;
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return (int)estate.GetRegionFlags();
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}
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