diff options
Diffstat (limited to 'OpenSim/Region/Framework/Interfaces')
-rw-r--r-- | OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs | 56 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Interfaces/IScenePresence.cs | 5 |
2 files changed, 57 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs b/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs index da11e61..1904011 100644 --- a/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs | |||
@@ -54,10 +54,58 @@ namespace OpenSim.Region.Framework.Interfaces | |||
54 | /// FIXME: This is not very useful. It would be far more useful to return a list of items instead. | 54 | /// FIXME: This is not very useful. It would be far more useful to return a list of items instead. |
55 | /// </returns> | 55 | /// </returns> |
56 | UUID CopyToInventory(DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient); | 56 | UUID CopyToInventory(DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient); |
57 | 57 | ||
58 | SceneObjectGroup RezObject(IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart, | 58 | /// <summary> |
59 | UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, | 59 | /// Rez an object into the scene from the user's inventory |
60 | bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment); | 60 | /// </summary> |
61 | /// <remarks> | ||
62 | /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing | ||
63 | /// things to the scene. The caller should be doing that, I think. | ||
64 | /// </remarks> | ||
65 | /// <param name="remoteClient"></param> | ||
66 | /// <param name="itemID"></param> | ||
67 | /// <param name="RayEnd"></param> | ||
68 | /// <param name="RayStart"></param> | ||
69 | /// <param name="RayTargetID"></param> | ||
70 | /// <param name="BypassRayCast"></param> | ||
71 | /// <param name="RayEndIsIntersection"></param> | ||
72 | /// <param name="RezSelected"></param> | ||
73 | /// <param name="RemoveItem"></param> | ||
74 | /// <param name="fromTaskID"></param> | ||
75 | /// <param name="attachment"></param> | ||
76 | /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns> | ||
77 | SceneObjectGroup RezObject( | ||
78 | IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart, | ||
79 | UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, | ||
80 | bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment); | ||
81 | |||
82 | /// <summary> | ||
83 | /// Rez an object into the scene from the user's inventory | ||
84 | /// </summary> | ||
85 | /// <remarks> | ||
86 | /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing | ||
87 | /// things to the scene. The caller should be doing that, I think. | ||
88 | /// </remarks> | ||
89 | /// <param name="remoteClient"></param> | ||
90 | /// <param name="item"> | ||
91 | /// The item from which the object asset came. Can be null, in which case pre and post rez item adjustment and checks are not performed. | ||
92 | /// </param> | ||
93 | /// <param name="assetID">The asset id for the object to rez.</param> | ||
94 | /// <param name="RayEnd"></param> | ||
95 | /// <param name="RayStart"></param> | ||
96 | /// <param name="RayTargetID"></param> | ||
97 | /// <param name="BypassRayCast"></param> | ||
98 | /// <param name="RayEndIsIntersection"></param> | ||
99 | /// <param name="RezSelected"></param> | ||
100 | /// <param name="RemoveItem"></param> | ||
101 | /// <param name="fromTaskID"></param> | ||
102 | /// <param name="attachment"></param> | ||
103 | /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns> | ||
104 | SceneObjectGroup RezObject( | ||
105 | IClientAPI remoteClient, InventoryItemBase item, UUID assetID, Vector3 RayEnd, Vector3 RayStart, | ||
106 | UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, | ||
107 | bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment); | ||
108 | |||
61 | void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver); | 109 | void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver); |
62 | 110 | ||
63 | /// <summary> | 111 | /// <summary> |
diff --git a/OpenSim/Region/Framework/Interfaces/IScenePresence.cs b/OpenSim/Region/Framework/Interfaces/IScenePresence.cs index 91e4bf2..8913133 100644 --- a/OpenSim/Region/Framework/Interfaces/IScenePresence.cs +++ b/OpenSim/Region/Framework/Interfaces/IScenePresence.cs | |||
@@ -46,6 +46,11 @@ namespace OpenSim.Region.Framework.Interfaces | |||
46 | IClientAPI ControllingClient { get; } | 46 | IClientAPI ControllingClient { get; } |
47 | 47 | ||
48 | /// <summary> | 48 | /// <summary> |
49 | /// What type of presence is this? User, NPC, etc. | ||
50 | /// </summary> | ||
51 | PresenceType PresenceType { get; } | ||
52 | |||
53 | /// <summary> | ||
49 | /// Avatar appearance data. | 54 | /// Avatar appearance data. |
50 | /// </summary> | 55 | /// </summary> |
51 | /// <remarks> | 56 | /// <remarks> |