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Massive tab and trailing space cleanup
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@@ -33,7 +33,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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/// Describes where on the avatar the attachment is located
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/// </value>
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int Location { get ; }
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//// <value>
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/// Accessor to the rez'ed asset, representing the attachment
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/// </value>
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@@ -30,7 +30,7 @@ using OpenMetaverse;
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using OpenMetaverse.Assets;
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namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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{
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{
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/// <summary>
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/// This implements the methods needed to operate on individual inventory items.
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/// </summary>
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@@ -60,19 +60,19 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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/// <summary>
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/// Returns whether or not this object is still in the world.
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/// Eg, if you store an IObject reference, however the object
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/// is deleted before you use it, it will throw a NullReference
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/// is deleted before you use it, it will throw a NullReference
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/// exception. 'Exists' allows you to check the object is still
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/// in play before utilizing it.
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/// </summary>
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/// <example>
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/// IObject deleteMe = World.Objects[0];
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///
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///
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/// if (deleteMe.Exists) {
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/// deleteMe.Say("Hello, I still exist!");
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/// }
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///
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///
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/// World.Objects.Remove(deleteMe);
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///
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///
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/// if (!deleteMe.Exists) {
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/// Host.Console.Info("I was deleted");
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/// }
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@@ -81,7 +81,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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/// Objects should be near-guarunteed to exist for any event which
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/// passes them as an argument. Storing an object for a longer period
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/// of time however will limit their reliability.
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///
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///
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/// It is a good practice to use Try/Catch blocks handling for
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/// NullReferenceException, when accessing remote objects.
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/// </remarks>
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@@ -118,8 +118,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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IObject[] Children { get; }
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/// <summary>
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/// Returns a list of materials attached to this object. Each may contain unique texture
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/// and other visual information. For primitive based objects, this correlates with
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/// Returns a list of materials attached to this object. Each may contain unique texture
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/// and other visual information. For primitive based objects, this correlates with
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/// Object Faces. For mesh based objects, this correlates with Materials.
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/// </summary>
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IObjectMaterial[] Materials { get; }
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@@ -152,7 +152,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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String TouchText { get; set; }
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/// <summary>
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/// Text to be associated with this object, in the
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/// Text to be associated with this object, in the
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/// Second Life(r) viewer, this is shown above the
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/// object.
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/// </summary>
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