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https://github.com/opensim/opensim.git
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Merge branch 'master' into careminster-presence-refactor
This commit is contained in:
@@ -39,6 +39,7 @@ using OpenMetaverse.Packets;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes.Scripting;
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using OpenSim.Region.Framework.Scenes.Serialization;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Framework.Scenes
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@@ -119,33 +120,29 @@ namespace OpenSim.Region.Framework.Scenes
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/// <value>
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/// Is this sop a root part?
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/// </value>
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[XmlIgnore]
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public bool IsRoot
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{
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get { return ParentGroup.RootPart == this; }
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}
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// use only one serializer to give the runtime a chance to optimize it (it won't do that if you
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// use a new instance every time)
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private static XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart));
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#region Fields
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public bool AllowedDrop;
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[XmlIgnore]
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public bool DIE_AT_EDGE;
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[XmlIgnore]
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public bool RETURN_AT_EDGE;
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[XmlIgnore]
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public bool BlockGrab;
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[XmlIgnore]
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public bool StatusSandbox;
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[XmlIgnore]
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public Vector3 StatusSandboxPos;
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// TODO: This needs to be persisted in next XML version update!
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@@ -167,33 +164,34 @@ namespace OpenSim.Region.Framework.Scenes
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// Note: This isn't persisted in the database right now, as the fields for that aren't just there yet.
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// Not a big problem as long as the script that sets it remains in the prim on startup.
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// for SL compatibility it should be persisted though (set sound / displaytext / particlesystem, kill script)
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[XmlIgnore]
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public UUID Sound;
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[XmlIgnore]
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public byte SoundFlags;
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[XmlIgnore]
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public double SoundGain;
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[XmlIgnore]
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public double SoundRadius;
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[XmlIgnore]
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public uint TimeStampFull;
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[XmlIgnore]
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public uint TimeStampLastActivity; // Will be used for AutoReturn
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[XmlIgnore]
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public uint TimeStampTerse;
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[XmlIgnore]
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public UUID FromItemID;
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[XmlIgnore]
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public UUID FromFolderID;
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<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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// The following two are to hold the attachment data
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// while an object is inworld
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[XmlIgnore]
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@@ -203,15 +201,18 @@ namespace OpenSim.Region.Framework.Scenes
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public Vector3 AttachOffset = Vector3.Zero;
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[XmlIgnore]
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=======
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>>>>>>> master:OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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public int STATUS_ROTATE_X;
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[XmlIgnore]
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public int STATUS_ROTATE_Y;
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[XmlIgnore]
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public int STATUS_ROTATE_Z;
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[XmlIgnore]
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private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>();
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/// <value>
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@@ -220,68 +221,68 @@ namespace OpenSim.Region.Framework.Scenes
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/// </value>
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private UUID m_fromUserInventoryItemID;
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[XmlIgnore]
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public UUID FromUserInventoryItemID
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{
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get { return m_fromUserInventoryItemID; }
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}
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[XmlIgnore]
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public bool IsAttachment;
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[XmlIgnore]
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public scriptEvents AggregateScriptEvents;
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[XmlIgnore]
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public UUID AttachedAvatar;
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[XmlIgnore]
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public Vector3 AttachedPos;
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[XmlIgnore]
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public uint AttachmentPoint;
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[XmlIgnore]
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public Vector3 RotationAxis = Vector3.One;
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[XmlIgnore]
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public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this
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// Certainly this must be a persistant setting finally
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[XmlIgnore]
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public bool IsWaitingForFirstSpinUpdatePacket;
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[XmlIgnore]
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public Quaternion SpinOldOrientation = Quaternion.Identity;
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[XmlIgnore]
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public Quaternion m_APIDTarget = Quaternion.Identity;
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[XmlIgnore]
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public float m_APIDDamp = 0;
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[XmlIgnore]
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public float m_APIDStrength = 0;
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/// <summary>
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/// This part's inventory
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/// </summary>
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[XmlIgnore]
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public IEntityInventory Inventory
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{
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get { return m_inventory; }
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}
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protected SceneObjectPartInventory m_inventory;
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[XmlIgnore]
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public bool Undoing;
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[XmlIgnore]
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public bool IgnoreUndoUpdate = false;
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[XmlIgnore]
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private PrimFlags LocalFlags;
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[XmlIgnore]
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private float m_damage = -1.0f;
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private byte[] m_TextureAnimation;
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private byte m_clickAction;
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@@ -289,9 +290,9 @@ namespace OpenSim.Region.Framework.Scenes
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private string m_description = String.Empty;
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private readonly List<uint> m_lastColliders = new List<uint>();
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private int m_linkNum;
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[XmlIgnore]
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private int m_scriptAccessPin;
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[XmlIgnore]
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private readonly Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
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private string m_sitName = String.Empty;
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private Quaternion m_sitTargetOrientation = Quaternion.Identity;
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@@ -562,7 +563,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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[XmlIgnore]
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public Dictionary<int, string> CollisionFilter
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{
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get { return m_CollisionFilter; }
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@@ -572,21 +573,21 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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[XmlIgnore]
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public Quaternion APIDTarget
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{
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get { return m_APIDTarget; }
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set { m_APIDTarget = value; }
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}
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[XmlIgnore]
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public float APIDDamp
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{
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get { return m_APIDDamp; }
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set { m_APIDDamp = value; }
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}
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[XmlIgnore]
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public float APIDStrength
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{
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get { return m_APIDStrength; }
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@@ -632,33 +633,41 @@ namespace OpenSim.Region.Framework.Scenes
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set { m_LoopSoundSlavePrims = value; }
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}
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<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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=======
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>>>>>>> master:OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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public Byte[] TextureAnimation
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{
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get { return m_TextureAnimation; }
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set { m_TextureAnimation = value; }
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}
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<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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=======
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>>>>>>> master:OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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public Byte[] ParticleSystem
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{
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get { return m_particleSystem; }
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set { m_particleSystem = value; }
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}
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[XmlIgnore]
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public DateTime Expires
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{
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get { return m_expires; }
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set { m_expires = value; }
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}
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[XmlIgnore]
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public DateTime Rezzed
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{
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get { return m_rezzed; }
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set { m_rezzed = value; }
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}
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[XmlIgnore]
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public float Damage
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{
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get { return m_damage; }
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@@ -1043,7 +1052,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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[XmlIgnore]
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public bool CreateSelected
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{
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get { return m_createSelected; }
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@@ -1233,14 +1242,14 @@ namespace OpenSim.Region.Framework.Scenes
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set { m_occupied = value; }
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}
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[XmlIgnore]
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public UUID SitTargetAvatar
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{
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get { return m_sitTargetAvatar; }
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set { m_sitTargetAvatar = value; }
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}
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[XmlIgnore]
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public virtual UUID RegionID
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{
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get
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@@ -1254,7 +1263,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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private UUID _parentUUID = UUID.Zero;
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[XmlIgnore]
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public UUID ParentUUID
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{
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get
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@@ -1268,7 +1277,7 @@ namespace OpenSim.Region.Framework.Scenes
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set { _parentUUID = value; }
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}
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[XmlIgnore]
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public string SitAnimation
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{
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get { return m_sitAnimation; }
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@@ -1884,7 +1893,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// <param name="xmlReader"></param>
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/// <returns></returns>
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public static SceneObjectPart FromXml(XmlReader xmlReader)
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public static SceneObjectPart FromXml(XmlTextReader xmlReader)
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{
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return FromXml(UUID.Zero, xmlReader);
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}
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@@ -1895,9 +1904,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="fromUserInventoryItemId">The inventory id from which this part came, if applicable</param>
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/// <param name="xmlReader"></param>
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/// <returns></returns>
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public static SceneObjectPart FromXml(UUID fromUserInventoryItemId, XmlReader xmlReader)
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public static SceneObjectPart FromXml(UUID fromUserInventoryItemId, XmlTextReader xmlReader)
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{
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SceneObjectPart part = (SceneObjectPart)serializer.Deserialize(xmlReader);
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SceneObjectPart part = SceneObjectSerializer.Xml2ToSOP(xmlReader);
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part.m_fromUserInventoryItemID = fromUserInventoryItemId;
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// for tempOnRez objects, we have to fix the Expire date.
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@@ -4087,9 +4096,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// Serialize this part to xml.
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/// </summary>
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/// <param name="xmlWriter"></param>
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public void ToXml(XmlWriter xmlWriter)
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public void ToXml(XmlTextWriter xmlWriter)
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{
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serializer.Serialize(xmlWriter, this);
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SceneObjectSerializer.SOPToXml2(xmlWriter, this, new Dictionary<string, object>());
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}
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public void TriggerScriptChangedEvent(Changed val)
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