Massive tab and trailing space cleanup

This commit is contained in:
Melanie Thielker
2017-01-05 19:07:37 +00:00
parent e88e2945e9
commit b16abc8166
959 changed files with 23646 additions and 23646 deletions

View File

@@ -33,7 +33,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
/// Describes where on the avatar the attachment is located
/// </value>
int Location { get ; }
//// <value>
/// Accessor to the rez'ed asset, representing the attachment
/// </value>

View File

@@ -30,7 +30,7 @@ using OpenMetaverse;
using OpenMetaverse.Assets;
namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
{
{
/// <summary>
/// This implements the methods needed to operate on individual inventory items.
/// </summary>

View File

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