From 65c5efe43b68700bad94076d4cd421160203c5de Mon Sep 17 00:00:00 2001
From: Jeff Ames
Date: Fri, 16 May 2008 01:22:11 +0000
Subject: Formatting cleanup.
---
.../ScriptEngine/Common/LSL_BuiltIn_Commands.cs | 290 ++++++++++-----------
1 file changed, 145 insertions(+), 145 deletions(-)
(limited to 'OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs')
diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
index d73a47a..ab91424 100644
--- a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
+++ b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
@@ -57,7 +57,7 @@ namespace OpenSim.Region.ScriptEngine.Common
internal uint m_localID;
internal LLUUID m_itemID;
internal bool throwErrorOnNotImplemented = true;
-
+
public LSL_BuiltIn_Commands(ScriptEngineBase.ScriptEngine ScriptEngine, SceneObjectPart host, uint localID, LLUUID itemID)
{
m_ScriptEngine = ScriptEngine;
@@ -93,7 +93,7 @@ namespace OpenSim.Region.ScriptEngine.Common
try
{
int eventFlags = m_ScriptEngine.m_ScriptManager.GetStateEventFlags(m_localID, m_itemID);
- m_host.SetScriptEvents(m_itemID, eventFlags);
+ m_host.SetScriptEvents(m_itemID, eventFlags);
m_ScriptEngine.m_EventManager.state_entry(m_localID);
}
catch (AppDomainUnloadedException)
@@ -186,7 +186,7 @@ namespace OpenSim.Region.ScriptEngine.Common
World.EventManager.TriggerRequestChangeWaterHeight((float)height);
}
}
-
+
//These are the implementations of the various ll-functions used by the LSL scripts.
//starting out, we use the System.Math library for trig functions. - ckrinke 8-14-07
public double llSin(double f)
@@ -331,9 +331,9 @@ namespace OpenSim.Region.ScriptEngine.Common
// New and improved, now actually works as described. Prim rotates as expected as does llRot2Euler.
/* From wiki:
- The Euler angle vector (in radians) is converted to a rotation by doing the rotations around the 3 axes
- in Z, Y, X order. So llEuler2Rot(<1.0, 2.0, 3.0> * DEG_TO_RAD) generates a rotation by taking the zero rotation,
- a vector pointing along the X axis, first rotating it 3 degrees around the global Z axis, then rotating the resulting
+ The Euler angle vector (in radians) is converted to a rotation by doing the rotations around the 3 axes
+ in Z, Y, X order. So llEuler2Rot(<1.0, 2.0, 3.0> * DEG_TO_RAD) generates a rotation by taking the zero rotation,
+ a vector pointing along the X axis, first rotating it 3 degrees around the global Z axis, then rotating the resulting
vector 2 degrees around the global Y axis, and finally rotating that 1 degree around the global X axis.
*/
@@ -349,24 +349,24 @@ namespace OpenSim.Region.ScriptEngine.Common
double sinX = Math.Sin(v.x);
double sinY = Math.Sin(v.y);
double sinZ = Math.Sin(v.z);
-
- s = Math.Sqrt( cosY * cosZ - sinX * sinY * sinZ + cosX * cosZ + cosX * cosY + 1.0f) * 0.5f;
+
+ s = Math.Sqrt(cosY * cosZ - sinX * sinY * sinZ + cosX * cosZ + cosX * cosY + 1.0f) * 0.5f;
if (Math.Abs(s) < 0.00001) // null rotation
{
- x = 0.0f;
+ x = 0.0f;
y = 1.0f;
- z = 0.0f;
+ z = 0.0f;
}
else
{
- s_i = 1.0f / (4.0f * s);
- x = - ( -sinX * cosY - cosX * sinY * sinZ - sinX * cosZ) * s_i;
- y = - ( -cosX * sinY * cosZ + sinX * sinZ - sinY) * s_i;
- z = - ( -cosY * sinZ - sinX * sinY * cosZ - cosX * sinZ) * s_i;
+ s_i = 1.0f / (4.0f * s);
+ x = - (-sinX * cosY - cosX * sinY * sinZ - sinX * cosZ) * s_i;
+ y = - (-cosX * sinY * cosZ + sinX * sinZ - sinY) * s_i;
+ z = - (-cosY * sinZ - sinX * sinY * cosZ - cosX * sinZ) * s_i;
}
return new LSL_Types.Quaternion(x, y, z, s);
}
-
+
public LSL_Types.Quaternion llAxes2Rot(LSL_Types.Vector3 fwd, LSL_Types.Vector3 left, LSL_Types.Vector3 up)
{
@@ -477,7 +477,7 @@ namespace OpenSim.Region.ScriptEngine.Common
m_host.AddScriptLPS(1);
LLUUID keyID = LLUUID.Zero;
LLUUID.TryParse(id, out keyID);
-
+
m_ScriptEngine.m_ASYNCLSLCommandManager.m_SensorRepeat.SenseOnce(m_localID, m_itemID, name, keyID, type, range, arc, m_host);
}
@@ -625,7 +625,7 @@ namespace OpenSim.Region.ScriptEngine.Common
return String.Empty;
-
+
}
public LSL_Types.LSLInteger llDetectedType(int number)
@@ -644,7 +644,7 @@ namespace OpenSim.Region.ScriptEngine.Common
mask |= 0x04; // passive non-moving
else
mask |= 0x02; // active moving
- if (SensedObject is IScript) mask |= 0x08; // Scripted. It COULD have one hidden ...
+ if (SensedObject is IScript) mask |= 0x08; // Scripted. It COULD have one hidden ...
return mask;
}
@@ -655,7 +655,7 @@ namespace OpenSim.Region.ScriptEngine.Common
EntityBase SensedObject = entityDetectedKey(number);
if (SensedObject == null)
return new LSL_Types.Vector3(0, 0, 0);
-
+
return new LSL_Types.Vector3(SensedObject.AbsolutePosition.X,SensedObject.AbsolutePosition.Y,SensedObject.AbsolutePosition.Z);
}
@@ -757,7 +757,7 @@ namespace OpenSim.Region.ScriptEngine.Common
if ((status & BuiltIn_Commands_BaseClass.STATUS_ROTATE_X) == BuiltIn_Commands_BaseClass.STATUS_ROTATE_X)
{
statusrotationaxis |= BuiltIn_Commands_BaseClass.STATUS_ROTATE_X;
-
+
}
if ((status & BuiltIn_Commands_BaseClass.STATUS_ROTATE_Y) == BuiltIn_Commands_BaseClass.STATUS_ROTATE_Y)
{
@@ -824,9 +824,9 @@ namespace OpenSim.Region.ScriptEngine.Common
if (m_host.GetDieAtEdge())
return 1;
- else
+ else
return 0;
-
+
case BuiltIn_Commands_BaseClass.STATUS_RETURN_AT_EDGE:
NotImplemented("llGetStatus - STATUS_RETURN_AT_EDGE");
return 0;
@@ -1248,7 +1248,7 @@ namespace OpenSim.Region.ScriptEngine.Common
{
m_host.AddScriptLPS(1);
return m_host.registerTargetWaypoint(new LLVector3((float)position.x, (float)position.y, (float)position.z), (float)range);
-
+
}
public void llTargetRemove(int number)
@@ -1286,21 +1286,21 @@ namespace OpenSim.Region.ScriptEngine.Common
{
m_host.AddScriptLPS(1);
//No energy force yet
-
+
if (force.x > 20000)
force.x = 20000;
if (force.y > 20000)
force.y = 20000;
if (force.z > 20000)
force.z = 20000;
-
+
if (local == 1)
{
m_host.ApplyImpulse(new LLVector3((float)force.x, (float)force.y, (float)force.z), true);
}
else
{
-
+
m_host.ApplyImpulse(new LLVector3((float)force.x,(float)force.y,(float)force.z), false);
}
}
@@ -1475,7 +1475,7 @@ namespace OpenSim.Region.ScriptEngine.Common
}
// If end is positive, then it directly
// corresponds to the lengt of the substring
- // needed (plus one of course). BUT, it
+ // needed (plus one of course). BUT, it
// must be within bounds.
if (end >= src.Length)
{
@@ -1493,15 +1493,15 @@ namespace OpenSim.Region.ScriptEngine.Common
// Inverted substring (end < start)
else
{
- // Implies both indices are below the
- // lower bound. In the inverted case, that
+ // Implies both indices are below the
+ // lower bound. In the inverted case, that
// means the entire string will be returned
// unchanged.
if (start < 0)
{
return src;
}
- // If both indices are greater than the upper
+ // If both indices are greater than the upper
// bound the result may seem initially counter
// intuitive.
if (end >= src.Length)
@@ -1536,7 +1536,7 @@ namespace OpenSim.Region.ScriptEngine.Common
///
/// Delete substring removes the specified substring bounded
- /// by the inclusive indices start and end. Indices may be
+ /// by the inclusive indices start and end. Indices may be
/// negative (indicating end-relative) and may be inverted,
/// i.e. end < start.
///
@@ -1591,7 +1591,7 @@ namespace OpenSim.Region.ScriptEngine.Common
{
return String.Empty;
}
-
+
if (end > 0)
{
if (start < src.Length)
@@ -1616,7 +1616,7 @@ namespace OpenSim.Region.ScriptEngine.Common
}
}
}
-
+
///
/// Insert string inserts the specified string identified by src
/// at the index indicated by index. Index may be negative, in
@@ -1655,13 +1655,13 @@ namespace OpenSim.Region.ScriptEngine.Common
// The index is in bounds.
// In this case the index refers to the index that will
- // be assigned to the first character of the inserted string.
+ // be assigned to the first character of the inserted string.
// So unlike the other string operations, we do not add one
// to get the correct string length.
return dest.Substring(0,index)+src+dest.Substring(index);
}
-
+
public string llToUpper(string src)
{
m_host.AddScriptLPS(1);
@@ -1767,12 +1767,12 @@ namespace OpenSim.Region.ScriptEngine.Common
return; // wiki says, if it's further away then 10m, silently fail.
LLVector3 llvel = new LLVector3((float)vel.x, (float)vel.y, (float)vel.z);
-
+
// need the magnitude later
float velmag = (float)Util.GetMagnitude(llvel);
-
+
SceneObjectGroup new_group = World.RezObject(inv.Value, llpos, new LLQuaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s), llvel, param);
-
+
// If either of these are null, then there was an unknown error.
if (new_group == null)
continue;
@@ -1844,7 +1844,7 @@ namespace OpenSim.Region.ScriptEngine.Common
if (m_host.TaskInventory[InventorySelf()].PermsGranter != LLUUID.Zero)
{
ScenePresence presence = World.GetScenePresence(m_host.TaskInventory[InventorySelf()].PermsGranter);
-
+
if (presence != null)
{
if ((m_host.TaskInventory[InventorySelf()].PermsMask & BuiltIn_Commands_BaseClass.PERMISSION_TAKE_CONTROLS) != 0)
@@ -1871,7 +1871,7 @@ namespace OpenSim.Region.ScriptEngine.Common
if (m_host.TaskInventory[InventorySelf()].PermsGranter != LLUUID.Zero)
{
ScenePresence presence = World.GetScenePresence(m_host.TaskInventory[InventorySelf()].PermsGranter);
-
+
if (presence != null)
{
if ((m_host.TaskInventory[InventorySelf()].PermsMask & BuiltIn_Commands_BaseClass.PERMISSION_TAKE_CONTROLS) != 0)
@@ -1924,7 +1924,7 @@ namespace OpenSim.Region.ScriptEngine.Common
// InstantMessageModule.OnInstantMessage searches through a list of scenes for a client matching the toAgent,
// but I don't think we have a list of scenes available from here.
// (We also don't want to duplicate the code in OnInstantMessage if we can avoid it.)
-
+
// user is a UUID
// TODO: figure out values for client, fromSession, and imSessionID
@@ -1991,7 +1991,7 @@ namespace OpenSim.Region.ScriptEngine.Common
}
}
-
+
public void llSetHoverHeight(double height, int water, double tau)
{
@@ -2050,7 +2050,7 @@ namespace OpenSim.Region.ScriptEngine.Common
if ((m_host.TaskInventory[invItemID].PermsMask & BuiltIn_Commands_BaseClass.PERMISSION_TRIGGER_ANIMATION) != 0)
{
ScenePresence presence = World.GetScenePresence(m_host.TaskInventory[invItemID].PermsGranter);
-
+
if (presence != null)
{
// Do NOT try to parse LLUUID, animations cannot be triggered by ID
@@ -2087,7 +2087,7 @@ namespace OpenSim.Region.ScriptEngine.Common
return;
ScenePresence presence = World.GetScenePresence(m_host.TaskInventory[invItemID].PermsGranter);
-
+
if (presence != null)
{
if (animID == LLUUID.Zero)
@@ -2194,7 +2194,7 @@ namespace OpenSim.Region.ScriptEngine.Common
}
ScenePresence presence = World.GetScenePresence(agentID);
-
+
if (presence != null)
{
string ownerName=resolveName(m_host.ParentGroup.RootPart.OwnerID);
@@ -2467,7 +2467,7 @@ namespace OpenSim.Region.ScriptEngine.Common
// These functions are supposed to be robust,
// so get the state one step at a time.
-
+
if ((item = ScriptByName(name)) != LLUUID.Zero)
{
if ((sm = m_ScriptEngine.m_ScriptManager) != null)
@@ -2480,14 +2480,14 @@ namespace OpenSim.Region.ScriptEngine.Common
}
}
}
- }
+ }
// Required by SL
if (script == null)
ShoutError("llSetScriptState: script "+name+" not found");
- // If we didn't find it, then it's safe to
+ // If we didn't find it, then it's safe to
// assume it is not running.
}
@@ -2806,23 +2806,23 @@ namespace OpenSim.Region.ScriptEngine.Common
/* The new / changed functions were tested with the following LSL script:
-
+
default
{
state_entry()
{
rotation rot = llEuler2Rot(<0,70,0> * DEG_TO_RAD);
-
+
llOwnerSay("to get here, we rotate over: "+ (string) llRot2Axis(rot));
llOwnerSay("and we rotate for: "+ (llRot2Angle(rot) * RAD_TO_DEG));
-
+
// convert back and forth between quaternion <-> vector and angle
-
+
rotation newrot = llAxisAngle2Rot(llRot2Axis(rot),llRot2Angle(rot));
-
+
llOwnerSay("Old rotation was: "+(string) rot);
llOwnerSay("re-converted rotation is: "+(string) newrot);
-
+
llSetRot(rot); // to check the parameters in the prim
}
}
@@ -2832,7 +2832,7 @@ namespace OpenSim.Region.ScriptEngine.Common
// Xantor 29/apr/2008
// Returns rotation described by rotating angle radians about axis.
- // q = cos(a/2) + i ( x * sin(a/2)) + j (y * sin(a/2)) + k ( z * sin(a/2))
+ // q = cos(a/2) + i (x * sin(a/2)) + j (y * sin(a/2)) + k (z * sin(a/2))
public LSL_Types.Quaternion llAxisAngle2Rot(LSL_Types.Vector3 axis, double angle)
{
m_host.AddScriptLPS(1);
@@ -2849,7 +2849,7 @@ namespace OpenSim.Region.ScriptEngine.Common
// NotImplemented("llAxisAngle2Rot");
}
-
+
// Xantor 29/apr/2008
// converts a Quaternion to X,Y,Z axis rotations
public LSL_Types.Vector3 llRot2Axis(LSL_Types.Quaternion rot)
@@ -3264,7 +3264,7 @@ namespace OpenSim.Region.ScriptEngine.Common
///
/// The supplied string is scanned for commas
/// and converted into a list. Commas are only
- /// effective if they are encountered outside
+ /// effective if they are encountered outside
/// of '<' '>' delimiters. Any whitespace
/// before or after an element is trimmed.
///
@@ -3314,7 +3314,7 @@ namespace OpenSim.Region.ScriptEngine.Common
}
///
- /// Randomizes the list, be arbitrarily reordering
+ /// Randomizes the list, be arbitrarily reordering
/// sublists of stride elements. As the stride approaches
/// the size of the list, the options become very
/// limited.
@@ -3323,7 +3323,7 @@ namespace OpenSim.Region.ScriptEngine.Common
/// This could take a while for very large list
/// sizes.
///
-
+
public LSL_Types.list llListRandomize(LSL_Types.list src, int stride)
{
@@ -3344,7 +3344,7 @@ namespace OpenSim.Region.ScriptEngine.Common
// Stride MUST be a factor of the list length
// If not, then return the src list. This also
// traps those cases where stride > length.
-
+
if (src.Length != stride && src.Length%stride == 0)
{
chunkk = src.Length/stride;
@@ -3384,7 +3384,7 @@ namespace OpenSim.Region.ScriptEngine.Common
object[] array = new object[src.Length];
Array.Copy(src.Data, 0, array, 0, src.Length);
result = new LSL_Types.list(array);
- }
+ }
return result;
@@ -3394,10 +3394,10 @@ namespace OpenSim.Region.ScriptEngine.Common
/// Elements in the source list starting with 0 and then
/// every i+stride. If the stride is negative then the scan
/// is backwards producing an inverted result.
- /// Only those elements that are also in the specified
+ /// Only those elements that are also in the specified
/// range are included in the result.
///
-
+
public LSL_Types.list llList2ListStrided(LSL_Types.list src, int start, int end, int stride)
{
@@ -3415,7 +3415,7 @@ namespace OpenSim.Region.ScriptEngine.Common
if (end < 0)
end = src.Length+end;
- // Out of bounds indices are OK, just trim them
+ // Out of bounds indices are OK, just trim them
// accordingly
if (start > src.Length)
@@ -3429,7 +3429,7 @@ namespace OpenSim.Region.ScriptEngine.Common
if (start != end)
{
- if (start <= end)
+ if (start <= end)
{
si[0] = start;
ei[0] = end;
@@ -3448,8 +3448,8 @@ namespace OpenSim.Region.ScriptEngine.Common
// fall within the specified sub-range. The specified
// range values are inclusive.
// A negative stride reverses the direction of the
- // scan producing an inverted list as a result.
-
+ // scan producing an inverted list as a result.
+
if (stride == 0)
stride = 1;
@@ -3492,7 +3492,7 @@ namespace OpenSim.Region.ScriptEngine.Common
public LSL_Types.list llListInsertList(LSL_Types.list dest, LSL_Types.list src, int index)
{
-
+
LSL_Types.list pref = null;
LSL_Types.list suff = null;
@@ -3539,7 +3539,7 @@ namespace OpenSim.Region.ScriptEngine.Common
/// Returns the index of the first occurrence of test
/// in src.
///
-
+
public LSL_Types.LSLInteger llListFindList(LSL_Types.list src, LSL_Types.list test)
{
@@ -3568,7 +3568,7 @@ namespace OpenSim.Region.ScriptEngine.Common
}
}
}
-
+
return index;
}
@@ -3632,12 +3632,12 @@ namespace OpenSim.Region.ScriptEngine.Common
if (LLUUID.TryParse(id,out key))
{
ScenePresence presence = World.GetScenePresence(key);
-
+
if (presence != null)
{
return presence.Name;
}
-
+
if (World.GetSceneObjectPart(key) != null)
{
return World.GetSceneObjectPart(key).Name;
@@ -3646,18 +3646,18 @@ namespace OpenSim.Region.ScriptEngine.Common
return String.Empty;
}
-
+
public void llSetTextureAnim(int mode, int face, int sizex, int sizey, double start, double length, double rate)
{
m_host.AddScriptLPS(1);
Primitive.TextureAnimation pTexAnim = new Primitive.TextureAnimation();
pTexAnim.Flags =(uint) mode;
-
+
//ALL_SIDES
if (face == -1)
face = 255;
-
+
pTexAnim.Face = (uint)face;
pTexAnim.Length = (float)length;
pTexAnim.Rate = (float)rate;
@@ -3688,7 +3688,7 @@ namespace OpenSim.Region.ScriptEngine.Common
LSL_Types.list ret = new LSL_Types.list();
object[] delimiters = new object[separators.Length + spacers.Length];
separators.Data.CopyTo(delimiters, 0);
- spacers.Data.CopyTo(delimiters, separators.Length);
+ spacers.Data.CopyTo(delimiters, separators.Length);
bool dfound = false;
do
{
@@ -3735,7 +3735,7 @@ namespace OpenSim.Region.ScriptEngine.Common
public LSL_Types.LSLInteger llOverMyLand(string id)
{
-
+
m_host.AddScriptLPS(1);
LLUUID key = new LLUUID();
if (LLUUID.TryParse(id,out key))
@@ -3790,14 +3790,14 @@ namespace OpenSim.Region.ScriptEngine.Common
LLUUID key = new LLUUID();
if (LLUUID.TryParse(id, out key))
- {
+ {
ScenePresence av = World.GetScenePresence(key);
-
+
if (av != null)
{
if (llAvatarOnSitTarget() == id)
{
- // if the avatar is sitting on this object, then
+ // if the avatar is sitting on this object, then
// we can unsit them. We don't want random scripts unsitting random people
// Lets avoid the popcorn avatar scenario.
av.StandUp();
@@ -3809,12 +3809,12 @@ namespace OpenSim.Region.ScriptEngine.Common
// if the land is group owned and the object is group owned by the same group
// or
// if the object is owned by a person with estate access.
-
+
ILandObject parcel = World.LandChannel.GetLandObject(av.AbsolutePosition.X, av.AbsolutePosition.Y);
if (parcel != null)
{
- if (m_host.ObjectOwner == parcel.landData.ownerID ||
- (m_host.OwnerID == m_host.GroupID && m_host.GroupID == parcel.landData.groupID
+ if (m_host.ObjectOwner == parcel.landData.ownerID ||
+ (m_host.OwnerID == m_host.GroupID && m_host.GroupID == parcel.landData.groupID
&& parcel.landData.isGroupOwned) || World.ExternalChecks.ExternalChecksCanBeGodLike(m_host.OwnerID))
{
av.StandUp();
@@ -3822,7 +3822,7 @@ namespace OpenSim.Region.ScriptEngine.Common
}
}
}
-
+
}
}
@@ -3928,7 +3928,7 @@ namespace OpenSim.Region.ScriptEngine.Common
m_host.AddScriptLPS(1);
Primitive.ParticleSystem prules = new Primitive.ParticleSystem();
LSL_Types.Vector3 tempv = new LSL_Types.Vector3();
-
+
float tempf = 0;
for (int i = 0; i < rules.Length; i += 2)
@@ -3954,7 +3954,7 @@ namespace OpenSim.Region.ScriptEngine.Common
case (int)BuiltIn_Commands_BaseClass.PSYS_PART_END_COLOR:
tempv = (LSL_Types.Vector3)rules.Data[i + 1];
//prules.PartEndColor = new LLColor(tempv.x,tempv.y,tempv.z,1);
-
+
prules.PartEndColor.R = (float)tempv.x;
prules.PartEndColor.G = (float)tempv.y;
prules.PartEndColor.B = (float)tempv.z;
@@ -3996,7 +3996,7 @@ namespace OpenSim.Region.ScriptEngine.Common
// Xantor 03-May-2008
// Wiki: PSYS_SRC_TEXTURE string inventory item name or key of the particle texture
- // "" = default texture.
+ // "" = default texture.
case (int)BuiltIn_Commands_BaseClass.PSYS_SRC_TEXTURE:
LLUUID tkey = LLUUID.Zero;
@@ -4007,11 +4007,11 @@ namespace OpenSim.Region.ScriptEngine.Common
}
// else try to locate the name in inventory of object. found returns key,
// not found returns LLUUID.Zero which will translate to the default particle texture
- else
+ else
{
prules.Texture = InventoryKey(rules.Data[i+1].ToString());
}
- break;
+ break;
case (int)BuiltIn_Commands_BaseClass.PSYS_SRC_BURST_RATE:
tempf = Convert.ToSingle(rules.Data[i + 1].ToString());
@@ -4150,7 +4150,7 @@ namespace OpenSim.Region.ScriptEngine.Common
m_host.AddScriptLPS(1);
return m_host.GetAvatarOnSitTarget().ToString();
//LLUUID AVID = m_host.GetAvatarOnSitTarget();
-
+
//if (AVID != LLUUID.Zero)
// return AVID.ToString();
//else
@@ -4283,7 +4283,7 @@ namespace OpenSim.Region.ScriptEngine.Common
// These functions are supposed to be robust,
// so get the state one step at a time.
-
+
if ((item = ScriptByName(name)) != LLUUID.Zero)
if ((sm = m_ScriptEngine.m_ScriptManager) != null)
sm.ResetScript(m_localID, item);
@@ -4293,7 +4293,7 @@ namespace OpenSim.Region.ScriptEngine.Common
if (script == null)
ShoutError("llResetOtherScript: script "+name+" not found");
- // If we didn't find it, then it's safe to
+ // If we didn't find it, then it's safe to
// assume it is not running.
}
@@ -4307,7 +4307,7 @@ namespace OpenSim.Region.ScriptEngine.Common
// These functions are supposed to be robust,
// so get the state one step at a time.
-
+
if ((item = ScriptByName(name)) != LLUUID.Zero)
{
if ((sm = m_ScriptEngine.m_ScriptManager) != null)
@@ -4324,7 +4324,7 @@ namespace OpenSim.Region.ScriptEngine.Common
if (script == null)
ShoutError("llGetScriptState: script "+name+" not found");
- // If we didn't find it, then it's safe to
+ // If we didn't find it, then it's safe to
// assume it is not running.
return 0;
@@ -4586,7 +4586,7 @@ namespace OpenSim.Region.ScriptEngine.Common
{
return;
}
-
+
if (landowner != m_host.ObjectOwner)
{
return;
@@ -4857,7 +4857,7 @@ namespace OpenSim.Region.ScriptEngine.Common
case 21: // PRIM_FLEXIBLE
PrimitiveBaseShape shape = m_host.Shape;
-
+
if (shape.FlexiEntry)
res.Add(new LSL_Types.LSLInteger(1)); // active
else
@@ -4885,7 +4885,7 @@ namespace OpenSim.Region.ScriptEngine.Common
case 23: // PRIM_POINT_LIGHT:
shape = m_host.Shape;
-
+
if (shape.LightEntry)
res.Add(new LSL_Types.LSLInteger(1)); // active
else
@@ -4932,12 +4932,12 @@ namespace OpenSim.Region.ScriptEngine.Common
//
//
// Each point in a base-64 string represents
- // a 6 bit value. A 32-bit integer can be
+ // a 6 bit value. A 32-bit integer can be
// represented using 6 characters (with some
- // redundancy).
+ // redundancy).
//
//
- // LSL requires a base64 string to be 8
+ // LSL requires a base64 string to be 8
// characters in length. LSL also uses '/'
// rather than '-' (MIME compliant).
//
@@ -4948,7 +4948,7 @@ namespace OpenSim.Region.ScriptEngine.Common
//
// SL do not record any kind of exception for
// these functions, so the string to integer
- // conversion returns '0' if an invalid
+ // conversion returns '0' if an invalid
// character is encountered during conversion.
//
//
@@ -4962,13 +4962,13 @@ namespace OpenSim.Region.ScriptEngine.Common
//
//
//
-
+
//
// Table for converting 6-bit integers into
// base-64 characters
//
- private static readonly char[] i2ctable =
+ private static readonly char[] i2ctable =
{
'A','B','C','D','E','F','G','H',
'I','J','K','L','M','N','O','P',
@@ -4992,7 +4992,7 @@ namespace OpenSim.Region.ScriptEngine.Common
{
-1,-1,-1,-1,-1,-1,-1,-1, // 0x
-1,-1,-1,-1,-1,-1,-1,-1,
- -1,-1,-1,-1,-1,-1,-1,-1, // 1x
+ -1,-1,-1,-1,-1,-1,-1,-1, // 1x
-1,-1,-1,-1,-1,-1,-1,-1,
-1,-1,-1,-1,-1,-1,-1,-1, // 2x
-1,-1,-1,63,-1,-1,-1,64,
@@ -5070,25 +5070,25 @@ namespace OpenSim.Region.ScriptEngine.Common
// length strings return zero.
//
//
- // Returns an integer representing the
- // encoded value providedint he 1st 6
+ // Returns an integer representing the
+ // encoded value providedint he 1st 6
// characters of the string.
//
//
// This is coded to behave like LSL's
// implementation (I think), based upon the
// information available at the Wiki.
- // If more than 8 characters are supplied,
+ // If more than 8 characters are supplied,
// zero is returned.
// If a NULL string is supplied, zero will
// be returned.
// If fewer than 6 characters are supplied, then
- // the answer will reflect a partial
+ // the answer will reflect a partial
// accumulation.
//
- // The 6-bit segments are
- // extracted left-to-right in big-endian mode,
- // which means that segment 6 only contains the
+ // The 6-bit segments are
+ // extracted left-to-right in big-endian mode,
+ // which means that segment 6 only contains the
// two low-order bits of the 32 bit integer as
// its high order 2 bits. A short string therefore
// means loss of low-order information. E.g.
@@ -5126,39 +5126,39 @@ namespace OpenSim.Region.ScriptEngine.Common
return digit<0?(int)0:number;
}
number += --digit<<26;
-
+
if ((digit=c2itable[str[1]])<=0)
{
return digit<0?(int)0:number;
}
number += --digit<<20;
-
+
if ((digit=c2itable[str[2]])<=0)
{
return digit<0?(int)0:number;
}
number += --digit<<14;
-
+
if ((digit=c2itable[str[3]])<=0)
{
return digit<0?(int)0:number;
}
number += --digit<<8;
-
+
if ((digit=c2itable[str[4]])<=0)
{
return digit<0?(int)0:number;
}
number += --digit<<2;
-
+
if ((digit=c2itable[str[5]])<=0)
{
return digit<0?(int)0:number;
}
number += --digit>>4;
-
+
// ignore trailing padding
-
+
return number;
}
@@ -5182,8 +5182,8 @@ namespace OpenSim.Region.ScriptEngine.Common
//
// Scan the string supplied in 'src' and
- // tokenize it based upon two sets of
- // tokenizers provided in two lists,
+ // tokenize it based upon two sets of
+ // tokenizers provided in two lists,
// separators and spacers.
//
//
@@ -5196,38 +5196,38 @@ namespace OpenSim.Region.ScriptEngine.Common
// Both separators and spacers may be arbitrarily
// long strings. i.e. ":::".
//
- // The function returns an ordered list
+ // The function returns an ordered list
// representing the tokens found in the supplied
// sources string. If two successive tokenizers
// are encountered, then a NULL entry is added
// to the list.
//
- // It is a precondition that the source and
+ // It is a precondition that the source and
// toekizer lisst are non-null. If they are null,
- // then a null pointer exception will be thrown
+ // then a null pointer exception will be thrown
// while their lengths are being determined.
//
// A small amount of working memoryis required
// of approximately 8*#tokenizers.
//
- // There are many ways in which this function
- // can be implemented, this implementation is
+ // There are many ways in which this function
+ // can be implemented, this implementation is
// fairly naive and assumes that when the
// function is invooked with a short source
// string and/or short lists of tokenizers, then
// performance will not be an issue.
//
- // In order to minimize the perofrmance
+ // In order to minimize the perofrmance
// effects of long strings, or large numbers
// of tokeizers, the function skips as far as
- // possible whenever a toekenizer is found,
+ // possible whenever a toekenizer is found,
// and eliminates redundant tokenizers as soon
// as is possible.
//
// The implementation tries to avoid any copying
// of arrays or other objects.
//
-
+
public LSL_Types.list llParseStringKeepNulls(string src, LSL_Types.list separators, LSL_Types.list spacers)
{
int beginning = 0;
@@ -5256,7 +5256,7 @@ namespace OpenSim.Region.ScriptEngine.Common
active[i] = true;
offset[mlen] = srclen;
-
+
while (beginning < srclen)
{
@@ -5270,7 +5270,7 @@ namespace OpenSim.Region.ScriptEngine.Common
{
// scan all of the markers
if ((offset[j] = src.IndexOf((string)separray[j],beginning)) == -1)
- {
+ {
// not present at all
active[j] = false;
}
@@ -5278,7 +5278,7 @@ namespace OpenSim.Region.ScriptEngine.Common
{
// present and correct
if (offset[j] < offset[best])
- {
+ {
// closest so far
best = j;
if (offset[best] == beginning)
@@ -5293,19 +5293,19 @@ namespace OpenSim.Region.ScriptEngine.Common
if (offset[best] != beginning)
{
for (j = seplen; (j < mlen) && (offset[best] > beginning); j++)
- {
+ {
if (active[j])
{
// scan all of the markers
if ((offset[j] = src.IndexOf((string)spcarray[j-seplen],beginning)) == -1)
- {
+ {
// not present at all
active[j] = false;
} else
{
// present and correct
if (offset[j] < offset[best])
- {
+ {
// closest so far
best = j;
}
@@ -5317,7 +5317,7 @@ namespace OpenSim.Region.ScriptEngine.Common
// This is the normal exit from the scanning loop
if (best == mlen)
- {
+ {
// no markers were found on this pass
// so we're pretty much done
tokens.Add(src.Substring(beginning, srclen-beginning));
@@ -5478,7 +5478,7 @@ namespace OpenSim.Region.ScriptEngine.Common
//should be similar to : llInstantMessage(llGetOwner(),msg)
// llGetOwner ==> m_host.ObjectOwner.ToString()
llInstantMessage(m_host.ObjectOwner.ToString(),msg);
-
+
//World.SimChat(Helpers.StringToField(msg), ChatTypeEnum.Owner, 0, m_host.AbsolutePosition, m_host.Name, m_host.UUID);
//IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface();
//wComm.DeliverMessage(ChatTypeEnum.Owner, 0, m_host.Name, m_host.UUID, msg);
@@ -5509,19 +5509,19 @@ namespace OpenSim.Region.ScriptEngine.Common
///
/// illListReplaceList removes the sub-list defined by the inclusive indices
- /// start and end and inserts the src list in its place. The inclusive
+ /// start and end and inserts the src list in its place. The inclusive
/// nature of the indices means that at least one element must be deleted
/// if the indices are within the bounds of the existing list. I.e. 2,2
/// will remove the element at index 2 and replace it with the source
/// list. Both indices may be negative, with the usual interpretation. An
- /// interesting case is where end is lower than start. As these indices
+ /// interesting case is where end is lower than start. As these indices
/// bound the list to be removed, then 0->end, and start->lim are removed
/// and the source list is added as a suffix.
///
public LSL_Types.list llListReplaceList(LSL_Types.list dest, LSL_Types.list src, int start, int end)
{
-
+
LSL_Types.list pref = null;
m_host.AddScriptLPS(1);
@@ -5542,9 +5542,9 @@ namespace OpenSim.Region.ScriptEngine.Common
// list.
if (start <= end)
{
- // If greater than zero, then there is going to be a
- // surviving prefix. Otherwise the inclusive nature
- // of the indices mean that we're going to add the
+ // If greater than zero, then there is going to be a
+ // surviving prefix. Otherwise the inclusive nature
+ // of the indices mean that we're going to add the
// source list as a prefix.
if (start > 0)
{
@@ -5580,7 +5580,7 @@ namespace OpenSim.Region.ScriptEngine.Common
}
// Finally, if start > end, we strip away a prefix and
// a suffix, to leave the list that sits ens
- // and start, and then tag on the src list. AT least
+ // and start, and then tag on the src list. AT least
// that's my interpretation. We can get sublist to do
// this for us. Note that one, or both of the indices
// might have been negative.
@@ -6084,7 +6084,7 @@ namespace OpenSim.Region.ScriptEngine.Common
if (LLUUID.TryParse(id, out key))
{
ScenePresence av = World.GetScenePresence(key);
-
+
if (av != null)
{
foreach (object o in args.Data)
@@ -6103,7 +6103,7 @@ namespace OpenSim.Region.ScriptEngine.Common
case "4":
ret.Add(new LSL_Types.Quaternion((double)av.Rotation.x, (double)av.Rotation.y, (double)av.Rotation.z, (double)av.Rotation.w));
break;
- case "5":
+ case "5":
ret.Add(new LSL_Types.Vector3(av.Velocity.X,av.Velocity.Y,av.Velocity.Z));
break;
case "6":
--
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