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-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs23
1 files changed, 14 insertions, 9 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index d681f99..e32c196 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -83,7 +83,7 @@ namespace OpenSim.Region.Environment.Scenes
83 set { m_name = value; } 83 set { m_name = value; }
84 } 84 }
85 85
86 protected LLObject.ObjectFlags m_flags = (LLObject.ObjectFlags)32 + 65536 + 131072 + 256 + 4 + 8 + 268435456 + 128 + (uint)LLObject.ObjectFlags.Physics; 86 protected LLObject.ObjectFlags m_flags;
87 public uint ObjectFlags 87 public uint ObjectFlags
88 { 88 {
89 get { return (uint)m_flags; } 89 get { return (uint)m_flags; }
@@ -239,18 +239,23 @@ namespace OpenSim.Region.Environment.Scenes
239 this.Velocity = new LLVector3(0, 0, 0); 239 this.Velocity = new LLVector3(0, 0, 0);
240 this.AngularVelocity = new LLVector3(0, 0, 0); 240 this.AngularVelocity = new LLVector3(0, 0, 0);
241 this.Acceleration = new LLVector3(0, 0, 0); 241 this.Acceleration = new LLVector3(0, 0, 0);
242 242
243 m_inventoryFileName = "taskinventory" + LLUUID.Random().ToString(); 243 m_inventoryFileName = "taskinventory" + LLUUID.Random().ToString();
244 m_folderID = LLUUID.Random(); 244 m_folderID = LLUUID.Random();
245 245
246 //temporary code just so the m_flags field doesn't give a compiler warning 246 m_flags = 0;
247 if (m_flags == LLObject.ObjectFlags.AllowInventoryDrop) 247 m_flags |= LLObject.ObjectFlags.ObjectModify |
248 { 248 LLObject.ObjectFlags.ObjectCopy |
249 249 LLObject.ObjectFlags.ObjectYouOwner |
250 } 250 LLObject.ObjectFlags.Touch |
251 LLObject.ObjectFlags.ObjectMove |
252 LLObject.ObjectFlags.AllowInventoryDrop |
253 LLObject.ObjectFlags.ObjectTransfer |
254 LLObject.ObjectFlags.ObjectOwnerModify;
255
251 ScheduleFullUpdate(); 256 ScheduleFullUpdate();
252 } 257 }
253 258
254 /// <summary> 259 /// <summary>
255 /// Re/create a SceneObjectPart (prim) 260 /// Re/create a SceneObjectPart (prim)
256 /// currently not used, and maybe won't be 261 /// currently not used, and maybe won't be