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authorlbsa712007-09-21 05:04:59 +0000
committerlbsa712007-09-21 05:04:59 +0000
commite4a78a9b309dc4d9c6a3f4367c61d813c2ca2f6a (patch)
treeae83841a2cdb6358b09a56c05695ee77f2849ca7 /OpenSim/Region
parent* Removed unused LandRenegerated flag (diff)
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* Removed unused RegenerateTerrain functions
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs54
1 files changed, 0 insertions, 54 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index d12598b..1e19c30 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -383,60 +383,6 @@ namespace OpenSim.Region.Environment.Scenes
383 383
384 #endregion 384 #endregion
385 385
386 #region Regenerate Terrain
387
388 /// <summary>
389 /// Rebuilds the terrain using a procedural algorithm
390 /// </summary>
391 public void RegenerateTerrain()
392 {
393 try
394 {
395 Terrain.HillsGenerator();
396
397 lock (m_syncRoot)
398 {
399 phyScene.SetTerrain(Terrain.GetHeights1D());
400 }
401
402 storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
403
404 Broadcast(delegate(IClientAPI client ) { SendLayerData( client ); });
405
406
407 }
408 catch (Exception e)
409 {
410 MainLog.Instance.Error("terrain", "Failed with exception " + e.ToString());
411 }
412 }
413
414 /// <summary>
415 /// Rebuilds the terrain using a 2D float array
416 /// </summary>
417 /// <param name="newMap">256,256 float array containing heights</param>
418 public void RegenerateTerrain(float[,] newMap)
419 {
420 try
421 {
422 Terrain.SetHeights2D(newMap);
423 lock (m_syncRoot)
424 {
425 phyScene.SetTerrain(Terrain.GetHeights1D());
426 }
427 storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
428
429 ForEachScenePresence(delegate(ScenePresence presence) { SendLayerData(presence.ControllingClient); });
430
431 }
432 catch (Exception e)
433 {
434 MainLog.Instance.Warn("terrain", "World.cs: RegenerateTerrain() - Failed with exception " + e.ToString());
435 }
436 }
437
438 #endregion
439
440 #region Load Terrain 386 #region Load Terrain
441 387
442 /// <summary> 388 /// <summary>