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A stab at implementing llSetDamage. Not persistent.
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@@ -326,6 +326,12 @@ namespace OpenSim.Region.Framework.Scenes
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set { m_rootPart.OwnerID = value; }
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set { m_rootPart.OwnerID = value; }
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}
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}
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public float Damage
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{
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get { return m_rootPart.Damage; }
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set { m_rootPart.Damage = value; }
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}
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public Color Color
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public Color Color
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{
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{
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get { return m_rootPart.Color; }
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get { return m_rootPart.Color; }
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@@ -195,6 +195,8 @@ namespace OpenSim.Region.Framework.Scenes
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[XmlIgnore]
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[XmlIgnore]
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private PrimFlags LocalFlags = 0;
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private PrimFlags LocalFlags = 0;
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[XmlIgnore]
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private float m_damage = -1.0f;
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private byte[] m_TextureAnimation;
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private byte[] m_TextureAnimation;
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private byte m_clickAction = 0;
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private byte m_clickAction = 0;
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private Color m_color = Color.Black;
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private Color m_color = Color.Black;
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@@ -484,6 +486,13 @@ namespace OpenSim.Region.Framework.Scenes
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set { m_rezzed = value; }
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set { m_rezzed = value; }
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}
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}
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[XmlIgnore]
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public float Damage
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{
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get { return m_damage; }
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set { m_damage = value; }
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}
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/// <summary>
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/// <summary>
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/// The position of the entire group that this prim belongs to.
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/// The position of the entire group that this prim belongs to.
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/// </summary>
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/// </summary>
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@@ -3230,7 +3230,12 @@ namespace OpenSim.Region.Framework.Scenes
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//if (localid == 0)
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//if (localid == 0)
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//continue;
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//continue;
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Health -= coldata[localid] * 5;
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SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
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if (part != null && part.ParentGroup.Damage != -1.0f)
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Health -= part.ParentGroup.Damage;
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else
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Health -= coldata[localid] * 5;
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if (Health <= 0)
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if (Health <= 0)
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{
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{
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@@ -3833,7 +3833,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public void llSetDamage(double damage)
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public void llSetDamage(double damage)
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{
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{
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m_host.AddScriptLPS(1);
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m_host.AddScriptLPS(1);
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NotImplemented("llSetDamage");
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m_host.ParentGroup.Damage = (float)damage;
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}
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}
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public void llTeleportAgentHome(string agent)
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public void llTeleportAgentHome(string agent)
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