diff options
* Optimized usings (the 'LL ate my scripts' commit)
* added some licensing info
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/PrimitiveOld.cs | 13 |
1 files changed, 7 insertions, 6 deletions
diff --git a/OpenSim/Region/Environment/Scenes/PrimitiveOld.cs b/OpenSim/Region/Environment/Scenes/PrimitiveOld.cs index d703857..4213a18 100644 --- a/OpenSim/Region/Environment/Scenes/PrimitiveOld.cs +++ b/OpenSim/Region/Environment/Scenes/PrimitiveOld.cs | |||
@@ -29,12 +29,13 @@ | |||
29 | using System; | 29 | using System; |
30 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
31 | using System.Text; | 31 | using System.Text; |
32 | using Axiom.MathLib; | ||
32 | using libsecondlife; | 33 | using libsecondlife; |
33 | using libsecondlife.Packets; | 34 | using libsecondlife.Packets; |
34 | using OpenSim.Framework.Interfaces; | 35 | using OpenSim.Framework.Interfaces; |
35 | using OpenSim.Physics.Manager; | ||
36 | using OpenSim.Framework.Types; | ||
37 | using OpenSim.Framework.Inventory; | 36 | using OpenSim.Framework.Inventory; |
37 | using OpenSim.Framework.Types; | ||
38 | using OpenSim.Physics.Manager; | ||
38 | 39 | ||
39 | namespace OpenSim.Region.Environment.Scenes | 40 | namespace OpenSim.Region.Environment.Scenes |
40 | { | 41 | { |
@@ -174,9 +175,9 @@ namespace OpenSim.Region.Environment.Scenes | |||
174 | dataArrays.Add(primData.ToBytes()); | 175 | dataArrays.Add(primData.ToBytes()); |
175 | foreach (Entity child in children) | 176 | foreach (Entity child in children) |
176 | { | 177 | { |
177 | if (child is OpenSim.Region.Environment.Scenes.PrimitiveOld) | 178 | if (child is PrimitiveOld) |
178 | { | 179 | { |
179 | dataArrays.Add(((OpenSim.Region.Environment.Scenes.PrimitiveOld)child).GetByteArray()); | 180 | dataArrays.Add(((PrimitiveOld)child).GetByteArray()); |
180 | } | 181 | } |
181 | } | 182 | } |
182 | byte[] primstart = Helpers.StringToField("<Prim>"); | 183 | byte[] primstart = Helpers.StringToField("<Prim>"); |
@@ -351,7 +352,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
351 | /// <returns></returns> | 352 | /// <returns></returns> |
352 | public byte[] ConvertInventoryToBytes() | 353 | public byte[] ConvertInventoryToBytes() |
353 | { | 354 | { |
354 | System.Text.Encoding enc = System.Text.Encoding.ASCII; | 355 | Encoding enc = Encoding.ASCII; |
355 | byte[] result = new byte[0]; | 356 | byte[] result = new byte[0]; |
356 | List<byte[]> inventoryData = new List<byte[]>(); | 357 | List<byte[]> inventoryData = new List<byte[]>(); |
357 | int totallength = 0; | 358 | int totallength = 0; |
@@ -434,7 +435,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
434 | public void SendTerseUpdateToClient(IClientAPI RemoteClient) | 435 | public void SendTerseUpdateToClient(IClientAPI RemoteClient) |
435 | { | 436 | { |
436 | LLVector3 lPos; | 437 | LLVector3 lPos; |
437 | Axiom.MathLib.Quaternion lRot; | 438 | Quaternion lRot; |
438 | if (this._physActor != null && this.physicsEnabled) //is this needed ? doesn't the property fields do this for us? | 439 | if (this._physActor != null && this.physicsEnabled) //is this needed ? doesn't the property fields do this for us? |
439 | { | 440 | { |
440 | PhysicsVector pPos = this._physActor.Position; | 441 | PhysicsVector pPos = this._physActor.Position; |