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patch and files from mantis #1630, Thanks Melanie
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@@ -134,7 +134,7 @@ namespace OpenSim.Framework.Communications
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public bool TryGetInventoryService(string host, out IInventoryServices inventoryService)
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{
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if ((host == string.Empty) | (host == "default"))
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if ((host == string.Empty) || (host == "default"))
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{
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host = m_defaultInventoryHost;
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}
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300
OpenSim/Framework/RegionSettings.cs
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300
OpenSim/Framework/RegionSettings.cs
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@@ -0,0 +1,300 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using libsecondlife;
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using log4net;
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namespace OpenSim.Framework
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{
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public class RegionSettings
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{
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private LLUUID m_RegionUUID;
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public LLUUID RegionUUID
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{
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get { return m_RegionUUID; }
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set { m_RegionUUID = value; }
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}
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private bool m_BlockTerraform;
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public bool BlockTerraform
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{
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get { return m_BlockTerraform; }
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set { m_BlockTerraform = value; }
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}
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private bool m_BlockFly;
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public bool BlockFly
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{
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get { return m_BlockFly; }
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set { m_BlockFly = value; }
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}
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private bool m_AllowDamage;
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public bool AllowDamage
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{
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get { return m_AllowDamage; }
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set { m_AllowDamage = value; }
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}
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private bool m_RestrictPushing;
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public bool RestrictPushing
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{
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get { return m_RestrictPushing; }
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set { m_RestrictPushing = value; }
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}
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private bool m_AllowLandResell;
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public bool AllowLandResell
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{
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get { return m_AllowLandResell; }
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set { m_AllowLandResell = value; }
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}
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private bool m_AllowLandJoinDivide;
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public bool AllowLandJoinDivide
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{
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get { return m_AllowLandJoinDivide; }
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set { m_AllowLandJoinDivide = value; }
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}
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private bool m_BlockShowInSearch;
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public bool BlockShowInSearch
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{
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get { return m_BlockShowInSearch; }
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set { m_BlockShowInSearch = value; }
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}
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private int m_AgentLimit;
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public int AgentLimit
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{
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get { return m_AgentLimit; }
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set { m_AgentLimit = value; }
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}
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private double m_ObjectBonus;
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public double ObjectBonus
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{
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get { return m_ObjectBonus; }
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set { m_ObjectBonus = value; }
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}
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private int m_Maturity;
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public int Maturity
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{
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get { return m_Maturity; }
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set { m_Maturity = value; }
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}
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private bool m_DisableScripts;
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public bool DisableScripts
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{
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get { return m_DisableScripts; }
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set { m_DisableScripts = value; }
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}
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private bool m_DisableCollisions;
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public bool DisableCollisions
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{
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get { return m_DisableCollisions; }
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set { m_DisableCollisions = value; }
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}
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private bool m_DisablePhysics;
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public bool DisablePhysics
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{
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get { return m_DisablePhysics; }
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set { m_DisablePhysics = value; }
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}
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private LLUUID m_TerrainTexture1;
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public LLUUID TerrainTexture1
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{
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get { return m_TerrainTexture1; }
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set { m_TerrainTexture1 = value; }
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}
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private LLUUID m_TerrainTexture2;
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public LLUUID TerrainTexture2
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{
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get { return m_TerrainTexture2; }
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set { m_TerrainTexture2 = value; }
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}
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private LLUUID m_TerrainTexture3;
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public LLUUID TerrainTexture3
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{
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get { return m_TerrainTexture3; }
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set { m_TerrainTexture3 = value; }
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}
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private LLUUID m_TerrainTexture4;
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public LLUUID TerrainTexture4
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{
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get { return m_TerrainTexture4; }
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set { m_TerrainTexture4 = value; }
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}
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private double m_Elevation1NW;
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public double Elevation1NW
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{
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get { return m_Elevation1NW; }
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set { m_Elevation1NW = value; }
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}
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private double m_Elevation2NW;
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public double Elevation2NW
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{
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get { return m_Elevation2NW; }
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set { m_Elevation2NW = value; }
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}
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private double m_Elevation1NE;
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public double Elevation1NE
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{
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get { return m_Elevation1NE; }
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set { m_Elevation1NE = value; }
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}
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private double m_Elevation2NE;
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public double Elevation2NE
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{
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get { return m_Elevation2NE; }
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set { m_Elevation2NE = value; }
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}
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private double m_Elevation1SE;
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public double Elevation1SE
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{
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get { return m_Elevation1SE; }
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set { m_Elevation1SE = value; }
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}
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private double m_Elevation2SE;
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public double Elevation2SE
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{
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get { return m_Elevation2SE; }
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set { m_Elevation2SE = value; }
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}
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private double m_Elevation1SW;
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public double Elevation1SW
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{
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get { return m_Elevation1SW; }
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set { m_Elevation1SW = value; }
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}
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private double m_Elevation2SW;
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public double Elevation2SW
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{
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get { return m_Elevation2SW; }
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set { m_Elevation2SW = value; }
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}
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private double m_WaterHeight;
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public double WaterHeight
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{
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get { return m_WaterHeight; }
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set { m_WaterHeight = value; }
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}
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private double m_TerrainRaiseLimit;
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public double TerrainRaiseLimit
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{
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get { return m_TerrainRaiseLimit; }
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set { m_TerrainRaiseLimit = value; }
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}
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private double m_TerrainLowerLimit;
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public double TerrainLowerLimit
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{
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get { return m_TerrainLowerLimit; }
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set { m_TerrainLowerLimit = value; }
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}
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private bool m_UseEstateSun;
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public bool UseEstateSun
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{
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get { return m_UseEstateSun; }
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set { m_UseEstateSun = value; }
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}
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private bool m_FixedSun;
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public bool FixedSun
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{
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get { return m_FixedSun; }
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set { m_FixedSun = value; }
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}
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private double m_SunPosition;
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public double SunPosition
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{
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get { return m_SunPosition; }
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set { m_SunPosition = value; }
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}
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private LLUUID m_Covenant;
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public LLUUID Covenant
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{
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get { return m_Covenant; }
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set { m_Covenant = value; }
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}
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}
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}
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