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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs28
1 files changed, 14 insertions, 14 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 51bb114..ea6bc9c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -42,7 +42,7 @@ using OpenSim.Region.Framework.Scenes.Scripting;
42using OpenSim.Region.Physics.Manager; 42using OpenSim.Region.Physics.Manager;
43 43
44namespace OpenSim.Region.Framework.Scenes 44namespace OpenSim.Region.Framework.Scenes
45{ 45{
46 #region Enumerations 46 #region Enumerations
47 47
48 [Flags] 48 [Flags]
@@ -142,7 +142,7 @@ namespace OpenSim.Region.Framework.Scenes
142 public UUID FromItemID = UUID.Zero; 142 public UUID FromItemID = UUID.Zero;
143 143
144 /// <value> 144 /// <value>
145 /// The UUID of the user inventory item from which this object was rezzed if this is a root part. 145 /// The UUID of the user inventory item from which this object was rezzed if this is a root part.
146 /// If UUID.Zero then either this is not a root part or there is no connection with a user inventory item. 146 /// If UUID.Zero then either this is not a root part or there is no connection with a user inventory item.
147 /// </value> 147 /// </value>
148 private UUID m_fromUserInventoryItemID = UUID.Zero; 148 private UUID m_fromUserInventoryItemID = UUID.Zero;
@@ -187,7 +187,7 @@ namespace OpenSim.Region.Framework.Scenes
187 public IEntityInventory Inventory 187 public IEntityInventory Inventory
188 { 188 {
189 get { return m_inventory; } 189 get { return m_inventory; }
190 } 190 }
191 protected SceneObjectPartInventory m_inventory; 191 protected SceneObjectPartInventory m_inventory;
192 192
193 [XmlIgnore] 193 [XmlIgnore]
@@ -309,9 +309,9 @@ namespace OpenSim.Region.Framework.Scenes
309 RotationOffset = rotationOffset; 309 RotationOffset = rotationOffset;
310 Velocity = new Vector3(0, 0, 0); 310 Velocity = new Vector3(0, 0, 0);
311 AngularVelocity = new Vector3(0, 0, 0); 311 AngularVelocity = new Vector3(0, 0, 0);
312 Acceleration = new Vector3(0, 0, 0); 312 Acceleration = new Vector3(0, 0, 0);
313 m_TextureAnimation = new byte[0]; 313 m_TextureAnimation = new byte[0];
314 m_particleSystem = new byte[0]; 314 m_particleSystem = new byte[0];
315 315
316 // Prims currently only contain a single folder (Contents). From looking at the Second Life protocol, 316 // Prims currently only contain a single folder (Contents). From looking at the Second Life protocol,
317 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 317 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
@@ -363,7 +363,7 @@ namespace OpenSim.Region.Framework.Scenes
363 363
364 /// <summary> 364 /// <summary>
365 /// A relic from when we we thought that prims contained folder objects. In 365 /// A relic from when we we thought that prims contained folder objects. In
366 /// reality, prim == folder 366 /// reality, prim == folder
367 /// Exposing this is not particularly good, but it's one of the least evils at the moment to see 367 /// Exposing this is not particularly good, but it's one of the least evils at the moment to see
368 /// folder id from prim inventory item data, since it's not (yet) actually stored with the prim. 368 /// folder id from prim inventory item data, since it's not (yet) actually stored with the prim.
369 /// </summary> 369 /// </summary>
@@ -384,7 +384,7 @@ namespace OpenSim.Region.Framework.Scenes
384 384
385 /// <value> 385 /// <value>
386 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 386 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes
387 /// </value> 387 /// </value>
388 public TaskInventoryDictionary TaskInventory 388 public TaskInventoryDictionary TaskInventory
389 { 389 {
390 get { return m_inventory.Items; } 390 get { return m_inventory.Items; }
@@ -3386,7 +3386,7 @@ if (m_shape != null) {
3386 } 3386 }
3387 else 3387 else
3388 { 3388 {
3389 IsPhantom = false; 3389 IsPhantom = false;
3390 // If volumedetect is active we don't want phantom to be applied. 3390 // If volumedetect is active we don't want phantom to be applied.
3391 // If this is a new call to VD out of the state "phantom" 3391 // If this is a new call to VD out of the state "phantom"
3392 // this will also cause the prim to be visible to physics 3392 // this will also cause the prim to be visible to physics
@@ -3455,6 +3455,7 @@ if (m_shape != null) {
3455 RotationOffset, 3455 RotationOffset,
3456 UsePhysics); 3456 UsePhysics);
3457 3457
3458 pa = PhysActor;
3458 if (pa != null) 3459 if (pa != null)
3459 { 3460 {
3460 pa.LocalID = LocalId; 3461 pa.LocalID = LocalId;
@@ -3483,7 +3484,7 @@ if (m_shape != null) {
3483 } 3484 }
3484 else // it already has a physical representation 3485 else // it already has a physical representation
3485 { 3486 {
3486 pa.IsPhysical = UsePhysics; 3487 pa.IsPhysical = UsePhysics;
3487 3488
3488 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim 3489 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
3489 if (m_parentGroup != null) 3490 if (m_parentGroup != null)
@@ -3513,11 +3514,10 @@ if (m_shape != null) {
3513 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 3514 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
3514 this.VolumeDetectActive = true; 3515 this.VolumeDetectActive = true;
3515 } 3516 }
3516
3517 } 3517 }
3518 else 3518 else
3519 { // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like 3519 { // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
3520 // (mumbles, well, at least if you have infinte CPU powers :-) ) 3520 // (mumbles, well, at least if you have infinte CPU powers :-))
3521 PhysicsActor pa = this.PhysActor; 3521 PhysicsActor pa = this.PhysActor;
3522 if (pa != null) 3522 if (pa != null)
3523 { 3523 {
@@ -3775,7 +3775,7 @@ if (m_shape != null) {
3775 public override string ToString() 3775 public override string ToString()
3776 { 3776 {
3777 return String.Format("{0} {1} (parent {2}))", Name, UUID, ParentGroup); 3777 return String.Format("{0} {1} (parent {2}))", Name, UUID, ParentGroup);
3778 } 3778 }
3779 3779
3780 #endregion Public Methods 3780 #endregion Public Methods
3781 3781
@@ -3823,11 +3823,11 @@ if (m_shape != null) {
3823 _everyoneMask &= _nextOwnerMask; 3823 _everyoneMask &= _nextOwnerMask;
3824 3824
3825 Inventory.ApplyNextOwnerPermissions(); 3825 Inventory.ApplyNextOwnerPermissions();
3826 } 3826 }
3827 3827
3828 public bool CanBeDeleted() 3828 public bool CanBeDeleted()
3829 { 3829 {
3830 return Inventory.CanBeDeleted(); 3830 return Inventory.CanBeDeleted();
3831 } 3831 }
3832 } 3832 }
3833} 3833}