Files
opensim/OpenSim/Framework/RegionSettings.cs

301 lines
6.3 KiB
C#

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