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https://github.com/opensim/opensim.git
synced 2026-08-05 08:55:56 +08:00
seems to compile ( tests comented out)
This commit is contained in:
@@ -1046,39 +1046,22 @@ namespace OpenSim.Region.Framework.Scenes
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}
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set
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{
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<<<<<<< HEAD
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if (Util.IsNanOrInfinity(value))
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m_angularVelocity = Vector3.Zero;
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else
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m_angularVelocity = value;
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PhysicsActor actor = PhysActor;
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if ((actor != null) && actor.IsPhysical)
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actor.RotationalVelocity = m_angularVelocity;
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=======
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m_angularVelocity = value;
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PhysicsActor actor = PhysActor;
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if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
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{
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actor.RotationalVelocity = m_angularVelocity;
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}
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>>>>>>> avn/ubitvar
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}
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}
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/// <summary></summary>
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public Vector3 Acceleration
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{
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<<<<<<< HEAD
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get { return m_acceleration; }
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set
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{
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if (Util.IsNanOrInfinity(value))
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m_acceleration = Vector3.Zero;
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else
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m_acceleration = value;
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}
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=======
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get
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{
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PhysicsActor actor = PhysActor;
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@@ -1088,9 +1071,14 @@ namespace OpenSim.Region.Framework.Scenes
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}
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return m_acceleration;
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}
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set { m_acceleration = value; }
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>>>>>>> avn/ubitvar
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set
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{
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if (Util.IsNanOrInfinity(value))
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m_acceleration = Vector3.Zero;
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else
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m_acceleration = value;
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}
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}
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public string Description { get; set; }
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@@ -1431,7 +1419,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <value>
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/// null if there are no sitting avatars. This is to save us create a hashset for every prim in a scene.
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/// </value>
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private HashSet<ScenePresence> m_sittingAvatars;
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private HashSet<UUID> m_sittingAvatars;
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public virtual UUID RegionID
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{
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@@ -1932,7 +1920,6 @@ namespace OpenSim.Region.Framework.Scenes
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public void AddTextureAnimation(Primitive.TextureAnimation pTexAnim)
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{
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<<<<<<< HEAD
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byte[] data;
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if (pTexAnim.Flags == Primitive.TextureAnimMode.ANIM_OFF)
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@@ -1944,13 +1931,6 @@ namespace OpenSim.Region.Framework.Scenes
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data = new byte[16];
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int pos = 0;
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=======
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if (((int)pTexAnim.Flags & 1) != 0) // ANIM_ON
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{
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byte[] data = new byte[16];
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int pos = 0;
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>>>>>>> avn/ubitvar
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// The flags don't like conversion from uint to byte, so we have to do
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// it the crappy way. See the above function :(
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@@ -1962,17 +1942,9 @@ namespace OpenSim.Region.Framework.Scenes
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Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos);
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Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4);
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Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8);
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<<<<<<< HEAD
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}
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=======
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>>>>>>> avn/ubitvar
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m_TextureAnimation = data;
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}
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else
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{
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m_TextureAnimation = Utils.EmptyBytes;
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}
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m_TextureAnimation = data;
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}
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public void AdjustSoundGain(double volume)
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@@ -2240,7 +2212,7 @@ namespace OpenSim.Region.Framework.Scenes
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Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
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dupe.Shape.ExtraParams = extraP;
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dupe.m_sittingAvatars = new HashSet<ScenePresence>();
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dupe.m_sittingAvatars = new HashSet<UUID>();
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// safeguard actual copy is done in sog.copy
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dupe.KeyframeMotion = null;
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@@ -2829,7 +2801,7 @@ namespace OpenSim.Region.Framework.Scenes
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CollidingMessage = CreateColliderArgs(this, colliders);
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if (CollidingMessage.Colliders.Count > 0)
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DoNotify(notify, LocalId, CollidingMessage);
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notify(LocalId, CollidingMessage);
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if (PassCollisions)
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sendToRoot = true;
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@@ -2843,7 +2815,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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CollidingMessage = CreateColliderArgs(ParentGroup.RootPart, colliders);
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if (CollidingMessage.Colliders.Count > 0)
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DoNotify(notify, ParentGroup.RootPart.LocalId, CollidingMessage);
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notify(ParentGroup.RootPart.LocalId, CollidingMessage);
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}
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}
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}
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@@ -2858,35 +2830,6 @@ namespace OpenSim.Region.Framework.Scenes
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colliding.Add(CreateDetObjectForGround());
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LandCollidingMessage.Colliders = colliding;
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<<<<<<< HEAD
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DoNotify(notify, LocalId, LandCollidingMessage);
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}
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}
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private void DoNotify(ScriptCollidingNotification notify, uint id, ColliderArgs collargs)
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{
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if (m_parentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.ShouldUseFireAndForgetForCollisions)
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{
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// For those learning C#, FireAndForget takes a function, an object to pass
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// to that function and an ID string. The "oo => {}" construct is a lambda expression
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// for a function with one arguement ('oo'). The 'new Object[] {}" construct creates an Object
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// that is an object array and initializes it with three items (the parameters
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// being passed). The parameters passed are the function to call ('notify') and
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// its two arguements. Finally, once in the function (called later by the FireAndForget
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// thread scheduler), the passed object is cast to an object array and then each
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// of its items (aoo[0] to aoo[2]) are individually cast to what they are and
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// then used in a call of the passed ScriptCollidingNotification function.
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Util.FireAndForget(oo =>
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{
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Object[] aoo = (Object[])oo;
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((ScriptCollidingNotification)aoo[0])((uint)aoo[1], (ColliderArgs)aoo[2]);
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}, new Object[] { notify, id, collargs }, "SOP.Collision");
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}
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else
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{
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notify(id, collargs);
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=======
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if (Inventory.ContainsScripts())
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{
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if (!PassCollisions)
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@@ -2898,7 +2841,6 @@ namespace OpenSim.Region.Framework.Scenes
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if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
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{
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notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
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>>>>>>> avn/ubitvar
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}
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}
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@@ -3046,12 +2988,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (pa != null)
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{
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<<<<<<< HEAD
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Vector3 newpos = pa.Position;
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=======
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Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
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>>>>>>> avn/ubitvar
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if (!ParentGroup.Scene.PositionIsInCurrentRegion(newpos))
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{
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// Setting position outside current region will start region crossing
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@@ -3996,14 +3933,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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public void StopMoveToTarget()
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{
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<<<<<<< HEAD
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ParentGroup.StopMoveToTarget();
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=======
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ParentGroup.stopMoveToTarget();
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// ParentGroup.ScheduleGroupForTerseUpdate();
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//ParentGroup.ScheduleGroupForFullUpdate();
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>>>>>>> avn/ubitvar
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}
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public void StoreUndoState(ObjectChangeType change)
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@@ -4665,8 +4595,6 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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public void ClonePermissions(SceneObjectPart source)
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{
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bool update = false;
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uint prevOwnerMask = OwnerMask;
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uint prevGroupMask = GroupMask;
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uint prevEveryoneMask = EveryoneMask;
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@@ -4851,12 +4779,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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}
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else // it already has a physical representation
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{
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<<<<<<< HEAD
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pa.SetMaterial(Material);
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pa.Position = GetWorldPosition();
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pa.Orientation = GetWorldRotation();
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DoPhysicsPropertyUpdate(UsePhysics, true);
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=======
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DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
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/* moved into DoPhysicsPropertyUpdate
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if(VolumeDetectActive)
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@@ -4864,7 +4787,6 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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else
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pa.SetVolumeDetect(0);
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*/
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>>>>>>> avn/ubitvar
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if (pa.Building != building)
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pa.Building = building;
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@@ -5621,19 +5543,19 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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/// true if the avatar was not already recorded, false otherwise.
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/// </returns>
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/// <param name='avatarId'></param>
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protected internal bool AddSittingAvatar(ScenePresence sp)
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protected internal bool AddSittingAvatar(UUID id)
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{
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lock (ParentGroup.m_sittingAvatars)
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{
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if (IsSitTargetSet && SitTargetAvatar == UUID.Zero)
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SitTargetAvatar = sp.UUID;
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SitTargetAvatar = id;
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if (m_sittingAvatars == null)
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m_sittingAvatars = new HashSet<ScenePresence>();
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m_sittingAvatars = new HashSet<UUID>();
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if (m_sittingAvatars.Add(sp))
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if (m_sittingAvatars.Add(id))
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{
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ParentGroup.m_sittingAvatars.Add(sp);
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ParentGroup.m_sittingAvatars.Add(id);
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return true;
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}
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@@ -5650,22 +5572,22 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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/// true if the avatar was present and removed, false if it was not present.
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/// </returns>
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/// <param name='avatarId'></param>
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protected internal bool RemoveSittingAvatar(ScenePresence sp)
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protected internal bool RemoveSittingAvatar(UUID id)
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{
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lock (ParentGroup.m_sittingAvatars)
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{
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if (SitTargetAvatar == sp.UUID)
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if (SitTargetAvatar == id)
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SitTargetAvatar = UUID.Zero;
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if (m_sittingAvatars == null)
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return false;
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if (m_sittingAvatars.Remove(sp))
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if (m_sittingAvatars.Remove(id))
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{
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if (m_sittingAvatars.Count == 0)
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m_sittingAvatars = null;
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ParentGroup.m_sittingAvatars.Remove(sp);
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ParentGroup.m_sittingAvatars.Remove(id);
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return true;
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}
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@@ -5679,14 +5601,14 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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/// </summary>
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/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
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/// <returns>A hashset of the sitting avatars. Returns null if there are no sitting avatars.</returns>
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public HashSet<ScenePresence> GetSittingAvatars()
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public HashSet<UUID> GetSittingAvatars()
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{
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lock (ParentGroup.m_sittingAvatars)
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{
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if (m_sittingAvatars == null)
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return null;
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else
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return new HashSet<ScenePresence>(m_sittingAvatars);
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return new HashSet<UUID>(m_sittingAvatars);
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}
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}
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