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updated to include saving of object flags.
People will need to blow away their databases after this point.
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@@ -83,7 +83,7 @@ namespace OpenSim.Region.Environment.Scenes
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set { m_name = value; }
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}
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protected LLObject.ObjectFlags m_flags = (LLObject.ObjectFlags)32 + 65536 + 131072 + 256 + 4 + 8 + 268435456 + 128 + (uint)LLObject.ObjectFlags.Physics;
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protected LLObject.ObjectFlags m_flags;
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public uint ObjectFlags
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{
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get { return (uint)m_flags; }
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@@ -239,18 +239,23 @@ namespace OpenSim.Region.Environment.Scenes
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this.Velocity = new LLVector3(0, 0, 0);
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this.AngularVelocity = new LLVector3(0, 0, 0);
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this.Acceleration = new LLVector3(0, 0, 0);
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m_inventoryFileName = "taskinventory" + LLUUID.Random().ToString();
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m_folderID = LLUUID.Random();
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//temporary code just so the m_flags field doesn't give a compiler warning
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if (m_flags == LLObject.ObjectFlags.AllowInventoryDrop)
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{
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}
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m_flags = 0;
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m_flags |= LLObject.ObjectFlags.ObjectModify |
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LLObject.ObjectFlags.ObjectCopy |
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LLObject.ObjectFlags.ObjectYouOwner |
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LLObject.ObjectFlags.Touch |
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LLObject.ObjectFlags.ObjectMove |
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LLObject.ObjectFlags.AllowInventoryDrop |
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LLObject.ObjectFlags.ObjectTransfer |
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LLObject.ObjectFlags.ObjectOwnerModify;
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ScheduleFullUpdate();
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}
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/// <summary>
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/// Re/create a SceneObjectPart (prim)
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/// currently not used, and maybe won't be
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