Merge branch 'master' into vehicles

This commit is contained in:
Melanie
2009-10-22 07:12:10 +01:00
160 changed files with 3496 additions and 10088 deletions

View File

@@ -499,13 +499,11 @@ namespace OpenSim.Region.Examples.SimpleModule
{
}
public virtual void SendAvatarData(ulong regionHandle, string firstName, string lastName, string grouptitle, UUID avatarID,
uint avatarLocalID, Vector3 Pos, byte[] textureEntry, uint parentID, Quaternion rotation)
public virtual void SendAvatarData(SendAvatarData data)
{
}
public virtual void SendAvatarTerseUpdate(ulong regionHandle, ushort timeDilation, uint localID,
Vector3 position, Vector3 velocity, Quaternion rotation, UUID agentid)
public virtual void SendAvatarTerseUpdate(SendAvatarTerseData data)
{
}
@@ -521,27 +519,15 @@ namespace OpenSim.Region.Examples.SimpleModule
{
}
public virtual void SendPrimitiveToClient(ulong regionHandle, ushort timeDilation, uint localID,
PrimitiveBaseShape primShape, Vector3 pos, Vector3 vel,
Vector3 acc, Quaternion rotation, Vector3 rvel, uint flags,
UUID objectID, UUID ownerID, string text, byte[] color,
uint parentID,
byte[] particleSystem, byte clickAction, byte material)
public virtual void SendPrimitiveToClient(SendPrimitiveData data)
{
}
public virtual void SendPrimitiveToClient(ulong regionHandle, ushort timeDilation, uint localID,
PrimitiveBaseShape primShape, Vector3 pos, Vector3 vel,
Vector3 acc, Quaternion rotation, Vector3 rvel, uint flags,
UUID objectID, UUID ownerID, string text, byte[] color,
uint parentID,
byte[] particleSystem, byte clickAction, byte material, byte[] textureanimation,
bool attachment, uint AttachmentPoint, UUID AssetId, UUID SoundId, double SoundVolume, byte SoundFlags, double SoundRadius)
public virtual void SendPrimTerseUpdate(SendPrimitiveTerseData data)
{
}
public virtual void SendPrimTerseUpdate(ulong regionHandle, ushort timeDilation, uint localID,
Vector3 position, Quaternion rotation, Vector3 velocity,
Vector3 rotationalvelocity, byte state, UUID AssetId,
UUID ownerID, int attachPoint)
public virtual void ReprioritizeUpdates(StateUpdateTypes type, UpdatePriorityHandler handler)
{
}