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Formatting cleanup.
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@@ -42,7 +42,7 @@ using OpenSim.Region.Framework.Scenes.Scripting;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Framework.Scenes
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{
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{
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#region Enumerations
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[Flags]
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@@ -187,7 +187,7 @@ namespace OpenSim.Region.Framework.Scenes
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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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}
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protected SceneObjectPartInventory m_inventory;
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[XmlIgnore]
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@@ -309,9 +309,9 @@ namespace OpenSim.Region.Framework.Scenes
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RotationOffset = rotationOffset;
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Velocity = new Vector3(0, 0, 0);
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AngularVelocity = new Vector3(0, 0, 0);
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Acceleration = new Vector3(0, 0, 0);
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Acceleration = new Vector3(0, 0, 0);
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m_TextureAnimation = new byte[0];
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m_particleSystem = new byte[0];
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m_particleSystem = new byte[0];
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// Prims currently only contain a single folder (Contents). From looking at the Second Life protocol,
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// this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
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@@ -384,7 +384,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <value>
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/// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes
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/// </value>
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/// </value>
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public TaskInventoryDictionary TaskInventory
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{
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get { return m_inventory.Items; }
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@@ -3484,7 +3484,7 @@ if (m_shape != null) {
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}
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else // it already has a physical representation
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{
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pa.IsPhysical = UsePhysics;
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pa.IsPhysical = UsePhysics;
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DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
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if (m_parentGroup != null)
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@@ -3775,7 +3775,7 @@ if (m_shape != null) {
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public override string ToString()
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{
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return String.Format("{0} {1} (parent {2}))", Name, UUID, ParentGroup);
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}
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}
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#endregion Public Methods
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@@ -3823,11 +3823,11 @@ if (m_shape != null) {
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_everyoneMask &= _nextOwnerMask;
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Inventory.ApplyNextOwnerPermissions();
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}
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}
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public bool CanBeDeleted()
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{
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return Inventory.CanBeDeleted();
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}
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}
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}
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}
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