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do define LSL_string.Empty plas cosmetics
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@@ -1600,18 +1600,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return IsPhysical() ? 1 : 0;
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case ScriptBaseClass.STATUS_PHANTOM:
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if ((m_host.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) == (uint)PrimFlags.Phantom)
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{
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return 1;
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}
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return 0;
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return (m_host.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0 ? 1 : 0;
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case ScriptBaseClass.STATUS_CAST_SHADOWS:
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if ((m_host.GetEffectiveObjectFlags() & (uint)PrimFlags.CastShadows) == (uint)PrimFlags.CastShadows)
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{
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return 1;
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}
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return 0;
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return (m_host.GetEffectiveObjectFlags() & (uint)PrimFlags.CastShadows) != 0 ? 1 : 0;
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case ScriptBaseClass.STATUS_BLOCK_GRAB:
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return m_host.BlockGrab ? 1 : 0;
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@@ -1620,41 +1612,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return m_host.ParentGroup.BlockGrabOverride ? 1 : 0;
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case ScriptBaseClass.STATUS_DIE_AT_EDGE:
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if (m_host.GetDieAtEdge())
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return 1;
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else
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return 0;
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return m_host.GetDieAtEdge() ? 1 :0;
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case ScriptBaseClass.STATUS_RETURN_AT_EDGE:
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if (m_host.GetReturnAtEdge())
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return 1;
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else
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return 0;
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return m_host.GetReturnAtEdge() ? 1 : 0;
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case ScriptBaseClass.STATUS_ROTATE_X:
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// if (m_host.GetAxisRotation(2) != 0)
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if (m_host.GetAxisRotation((int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) != 0)
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return 1;
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else
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return 0;
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return m_host.GetAxisRotation((int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) != 0 ? 1 : 0;
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case ScriptBaseClass.STATUS_ROTATE_Y:
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if (m_host.GetAxisRotation((int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) != 0)
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return 1;
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else
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return 0;
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return m_host.GetAxisRotation((int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) != 0 ? 1 : 0;
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case ScriptBaseClass.STATUS_ROTATE_Z:
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if (m_host.GetAxisRotation((int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) != 0)
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return 1;
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else
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return 0;
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return m_host.GetAxisRotation((int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) != 0 ? 1: 0;
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case ScriptBaseClass.STATUS_SANDBOX:
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if (m_host.GetStatusSandbox())
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return 1;
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else
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return 0;
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return m_host.GetStatusSandbox() ? 1 : 0;
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}
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return 0;
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}
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@@ -1668,26 +1641,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if(scaling_factor > 1e6)
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return ScriptBaseClass.FALSE;
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if (group == null || group.IsDeleted || group.inTransit)
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if (group is null || group.IsDeleted || group.inTransit)
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return ScriptBaseClass.FALSE;
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if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical)
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if (group.RootPart.PhysActor is not null && group.RootPart.PhysActor.IsPhysical)
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return ScriptBaseClass.FALSE;
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if (group.RootPart.KeyframeMotion != null)
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if (group.RootPart.KeyframeMotion is not null)
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return ScriptBaseClass.FALSE;
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if(group.GroupResize(scaling_factor))
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return ScriptBaseClass.TRUE;
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else
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return ScriptBaseClass.FALSE;
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return group.GroupResize(scaling_factor) ? 1 : 0;
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}
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public LSL_Float llGetMaxScaleFactor()
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{
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SceneObjectGroup group = m_host.ParentGroup;
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if (group == null || group.IsDeleted || group.inTransit)
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if (group is null || group.IsDeleted || group.inTransit)
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return 1.0f;
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return (LSL_Float)group.GetMaxGroupResizeScale();
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@@ -1697,7 +1667,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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SceneObjectGroup group = m_host.ParentGroup;
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if (group == null || group.IsDeleted || group.inTransit)
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if (group is null || group.IsDeleted || group.inTransit)
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return 1.0f;
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return (LSL_Float)group.GetMinGroupResizeScale();
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@@ -1711,7 +1681,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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protected void SetScale(SceneObjectPart part, LSL_Vector scale)
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{
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// TODO: this needs to trigger a persistance save as well
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if (part == null || part.ParentGroup.IsDeleted)
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if (part is null || part.ParentGroup.IsDeleted)
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return;
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// First we need to check whether or not we need to clamp the size of a physics-enabled prim
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