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author | Adam Frisby | 2007-07-21 22:20:22 +0000 |
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committer | Adam Frisby | 2007-07-21 22:20:22 +0000 |
commit | 4eb8ca49a901b09ce4bc3130f76f53b910391bbc (patch) | |
tree | a8bf71c7dee31f69a26e29e0708317429653fd7c /OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs | |
parent | * Fixed an issue whereby extremely tall terrains would be unable to output a ... (diff) | |
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* Renamed terrain functions to match OpenSim naming styles.
* Added capability to support minimum/maximum terrain limits (from the last 'bake')
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs index 9a81a5f..e963737 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs | |||
@@ -54,32 +54,32 @@ namespace OpenSim.Region.Environment.Scenes | |||
54 | { | 54 | { |
55 | case 0: | 55 | case 0: |
56 | // flatten terrain | 56 | // flatten terrain |
57 | Terrain.flatten(north, west, size, (double)seconds / 5.0); | 57 | Terrain.FlattenTerrain(north, west, size, (double)seconds / 5.0); |
58 | RegenerateTerrain(true, (int)north, (int)west); | 58 | RegenerateTerrain(true, (int)north, (int)west); |
59 | break; | 59 | break; |
60 | case 1: | 60 | case 1: |
61 | // raise terrain | 61 | // raise terrain |
62 | Terrain.raise(north, west, size, (double)seconds / 5.0); | 62 | Terrain.RaiseTerrain(north, west, size, (double)seconds / 5.0); |
63 | RegenerateTerrain(true, (int)north, (int)west); | 63 | RegenerateTerrain(true, (int)north, (int)west); |
64 | break; | 64 | break; |
65 | case 2: | 65 | case 2: |
66 | //lower terrain | 66 | //lower terrain |
67 | Terrain.lower(north, west, size, (double)seconds / 5.0); | 67 | Terrain.LowerTerrain(north, west, size, (double)seconds / 5.0); |
68 | RegenerateTerrain(true, (int)north, (int)west); | 68 | RegenerateTerrain(true, (int)north, (int)west); |
69 | break; | 69 | break; |
70 | case 3: | 70 | case 3: |
71 | // smooth terrain | 71 | // smooth terrain |
72 | Terrain.smooth(north, west, size, (double)seconds / 5.0); | 72 | Terrain.SmoothTerrain(north, west, size, (double)seconds / 5.0); |
73 | RegenerateTerrain(true, (int)north, (int)west); | 73 | RegenerateTerrain(true, (int)north, (int)west); |
74 | break; | 74 | break; |
75 | case 4: | 75 | case 4: |
76 | // noise | 76 | // noise |
77 | Terrain.noise(north, west, size, (double)seconds / 5.0); | 77 | Terrain.NoiseTerrain(north, west, size, (double)seconds / 5.0); |
78 | RegenerateTerrain(true, (int)north, (int)west); | 78 | RegenerateTerrain(true, (int)north, (int)west); |
79 | break; | 79 | break; |
80 | case 5: | 80 | case 5: |
81 | // revert | 81 | // revert |
82 | Terrain.revert(north, west, size, (double)seconds / 5.0); | 82 | Terrain.RevertTerrain(north, west, size, (double)seconds / 5.0); |
83 | RegenerateTerrain(true, (int)north, (int)west); | 83 | RegenerateTerrain(true, (int)north, (int)west); |
84 | break; | 84 | break; |
85 | 85 | ||