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authorTeravus Ovares2008-05-03 15:39:40 +0000
committerTeravus Ovares2008-05-03 15:39:40 +0000
commite8acb49fefc0e567510b4058b6571599a0158b62 (patch)
treed87243f8d596b6df07db190ba30bf2da4d608c18 /OpenSim/Region/Environment/Modules/World/Land/LandObject.cs
parent* Committing some collision stuffs that I'm working on. (diff)
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* For your fragging desire, damage enabled land works, but watch out!, life does not regenerate until you're dead!
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Environment/Modules/World/Land/LandObject.cs5
1 files changed, 5 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Land/LandObject.cs b/OpenSim/Region/Environment/Modules/World/Land/LandObject.cs
index e297b10..628ea04 100644
--- a/OpenSim/Region/Environment/Modules/World/Land/LandObject.cs
+++ b/OpenSim/Region/Environment/Modules/World/Land/LandObject.cs
@@ -336,6 +336,11 @@ namespace OpenSim.Region.Environment.Modules.World.Land
336 { 336 {
337 if (over.landData.localID == landData.localID) 337 if (over.landData.localID == landData.localID)
338 { 338 {
339 if ((over.landData.landFlags & (uint)Parcel.ParcelFlags.AllowDamage) != 0)
340 avatars[i].Invulnerable = false;
341 else
342 avatars[i].Invulnerable = true;
343
339 sendLandUpdateToClient(avatars[i].ControllingClient); 344 sendLandUpdateToClient(avatars[i].ControllingClient);
340 } 345 }
341 } 346 }