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authorJustin Clark-Casey (justincc)2011-10-15 02:54:43 +0100
committerJustin Clark-Casey (justincc)2011-10-15 02:54:43 +0100
commit528cc8136e567b5bac583728fbb0235baaba2f02 (patch)
treef550fb1ff8b6a7845026e1cf6e650a6ff505e54e /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
parentremove now redundant m_physical_prim flag from SOP.ApplyPhysics() (diff)
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fetch physical_prim switch from [Startup] config from inside scene, as is done for most other scene config params
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs42
1 files changed, 8 insertions, 34 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index b4a178e..42cc1ce 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -129,20 +129,15 @@ namespace OpenSim.Region.Framework.Scenes
129 #region Fields 129 #region Fields
130 130
131 public bool AllowedDrop; 131 public bool AllowedDrop;
132
133 132
134 public bool DIE_AT_EDGE; 133 public bool DIE_AT_EDGE;
135
136 134
137 public bool RETURN_AT_EDGE; 135 public bool RETURN_AT_EDGE;
138
139 136
140 public bool BlockGrab; 137 public bool BlockGrab;
141 138
142
143 public bool StatusSandbox; 139 public bool StatusSandbox;
144 140
145
146 public Vector3 StatusSandboxPos; 141 public Vector3 StatusSandboxPos;
147 142
148 [XmlIgnore] 143 [XmlIgnore]
@@ -165,41 +160,29 @@ namespace OpenSim.Region.Framework.Scenes
165 // for SL compatibility it should be persisted though (set sound / displaytext / particlesystem, kill script) 160 // for SL compatibility it should be persisted though (set sound / displaytext / particlesystem, kill script)
166 161
167 public UUID Sound; 162 public UUID Sound;
168 163
169
170 public byte SoundFlags; 164 public byte SoundFlags;
171 165
172
173 public double SoundGain; 166 public double SoundGain;
174 167
175
176 public double SoundRadius; 168 public double SoundRadius;
177 169
178
179 public uint TimeStampFull; 170 public uint TimeStampFull;
180 171
181
182 public uint TimeStampLastActivity; // Will be used for AutoReturn 172 public uint TimeStampLastActivity; // Will be used for AutoReturn
183
184
185 public uint TimeStampTerse;
186 173
174 public uint TimeStampTerse;
187 175
188 public UUID FromItemID; 176 public UUID FromItemID;
189 177
190
191 public UUID FromFolderID; 178 public UUID FromFolderID;
192 179
193
194 public int STATUS_ROTATE_X; 180 public int STATUS_ROTATE_X;
195 181
196
197 public int STATUS_ROTATE_Y; 182 public int STATUS_ROTATE_Y;
198 183
199
200 public int STATUS_ROTATE_Z; 184 public int STATUS_ROTATE_Z;
201 185
202
203 private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>(); 186 private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>();
204 187
205 /// <value> 188 /// <value>
@@ -216,35 +199,26 @@ namespace OpenSim.Region.Framework.Scenes
216 199
217 public scriptEvents AggregateScriptEvents; 200 public scriptEvents AggregateScriptEvents;
218 201
219
220 public Vector3 AttachedPos; 202 public Vector3 AttachedPos;
221 203
222
223 public Vector3 RotationAxis = Vector3.One; 204 public Vector3 RotationAxis = Vector3.One;
224 205
225
226 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 206 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this
227 // Certainly this must be a persistant setting finally 207 // Certainly this must be a persistant setting finally
228 208
229
230 public bool IsWaitingForFirstSpinUpdatePacket; 209 public bool IsWaitingForFirstSpinUpdatePacket;
231 210
232
233 public Quaternion SpinOldOrientation = Quaternion.Identity; 211 public Quaternion SpinOldOrientation = Quaternion.Identity;
234 212
235
236 public Quaternion m_APIDTarget = Quaternion.Identity; 213 public Quaternion m_APIDTarget = Quaternion.Identity;
237 214
238
239 public float m_APIDDamp = 0; 215 public float m_APIDDamp = 0;
240
241 216
242 public float m_APIDStrength = 0; 217 public float m_APIDStrength = 0;
243 218
244 /// <summary> 219 /// <summary>
245 /// This part's inventory 220 /// This part's inventory
246 /// </summary> 221 /// </summary>
247
248 public IEntityInventory Inventory 222 public IEntityInventory Inventory
249 { 223 {
250 get { return m_inventory; } 224 get { return m_inventory; }