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Rename Bounciness to Restitution
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@@ -1729,7 +1729,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public float Bounciness
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public float Restitution
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{
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get { return m_bounce; }
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set
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@@ -4493,8 +4493,8 @@ namespace OpenSim.Region.Framework.Scenes
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GravityModifier = physdata.GravitationModifier;
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if(Friction != physdata.Friction)
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Friction = physdata.Friction;
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if(Bounciness != physdata.Bounce)
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Bounciness = physdata.Bounce;
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if(Restitution != physdata.Bounce)
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Restitution = physdata.Bounce;
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}
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/// <summary>
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/// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
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@@ -633,7 +633,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
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{
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obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
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obj.Restitution = reader.ReadElementContentAsFloat("Bounce", String.Empty);
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}
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private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
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@@ -1363,8 +1363,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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writer.WriteElementString("Density", sop.Density.ToString().ToLower());
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if (sop.Friction != 0.6f)
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writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
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if (sop.Bounciness != 0.5f)
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writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
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if (sop.Restitution != 0.5f)
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writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower());
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if (sop.GravityModifier != 1.0f)
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writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
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WriteVector(writer, "CameraEyeOffset", sop.GetCameraEyeOffset());
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