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Massive tab and trailing space cleanup
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@@ -43,33 +43,33 @@ namespace OpenSim.Framework
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LandData LandData { get; set; }
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bool[,] LandBitmap { get; set; }
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UUID RegionUUID { get; }
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/// <summary>
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/// Prim counts for this land object.
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/// </summary>
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IPrimCounts PrimCounts { get; set; }
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/// <summary>
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/// The start point for the land object. This is the northern-most point as one scans land working from
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/// The start point for the land object. This is the northern-most point as one scans land working from
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/// west to east.
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/// </summary>
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Vector2 StartPoint { get; }
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/// <summary>
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/// The end point for the land object. This is the southern-most point as one scans land working from
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/// The end point for the land object. This is the southern-most point as one scans land working from
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/// west to east.
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/// </summary>
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/// </summary>
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Vector2 EndPoint { get; }
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// a estimation of a parcel center.
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// a estimation of a parcel center.
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Vector2 CenterPoint { get; }
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// get positions
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Vector2? GetNearestPoint(Vector3 pos);
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Vector2? GetNearestPointAlongDirection(Vector3 pos, Vector3 pdirection);
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bool ContainsPoint(int x, int y);
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ILandObject Copy();
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void SendLandUpdateToAvatarsOverMe();
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@@ -97,16 +97,16 @@ namespace OpenSim.Framework
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/// </summary>
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/// <returns>The bitmap created.</returns>
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bool[,] BasicFullRegionLandBitmap();
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/// <summary>
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/// Create a square land bitmap.
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/// </summary>
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/// <remarks>
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/// Land co-ordinates are zero indexed. The inputs are treated as points. So if you want to create a bitmap
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/// that covers an entire 256 x 256m region apart from a strip of land on the east, then you would need to
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/// that covers an entire 256 x 256m region apart from a strip of land on the east, then you would need to
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/// specify start_x = 0, start_y = 0, end_x = 252 (or anything up to 255), end_y = 255.
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///
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/// At the moment, the smallest parcel of land is 4m x 4m, so if the
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///
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/// At the moment, the smallest parcel of land is 4m x 4m, so if the
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/// region is 256 x 256m (the SL size), the bitmap returned will start at (0,0) and end at (63,63).
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/// The value of the set_value needs to be true to define an active parcel of the given size.
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/// </remarks>
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@@ -117,7 +117,7 @@ namespace OpenSim.Framework
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/// <param name="set_value"></param>
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/// <returns>The bitmap created.</returns>
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bool[,] GetSquareLandBitmap(int start_x, int start_y, int end_x, int end_y, bool set_value = true);
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bool[,] ModifyLandBitmapSquare(bool[,] land_bitmap, int start_x, int start_y, int end_x, int end_y, bool set_value);
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/// <summary>
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@@ -153,7 +153,7 @@ namespace OpenSim.Framework
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/// <param name="isEmptyNow">out: This is set if the resultant bitmap is now empty</param>
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/// <param name="AABBMin">out: parcel.AABBMin <x,y,0></param>
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/// <param name="AABBMax">out: parcel.AABBMax <x,y,0></param>
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/// <returns>New parcel bitmap</returns>
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/// <returns>New parcel bitmap</returns>
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bool[,] RemoveFromLandBitmap(bool[,] bitmap_base, bool[,] bitmap_new, out bool isEmptyNow, out Vector3 AABBMin, out Vector3 AABBMax);
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byte[] ConvertLandBitmapToBytes();
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@@ -177,7 +177,7 @@ namespace OpenSim.Framework
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/// </summary>
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/// <param name="url"></param>
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void SetMediaUrl(string url);
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/// <summary>
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/// Set the music url for this land parcel
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/// </summary>
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