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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs4
3 files changed, 15 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 38fa26a..df23cc5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1499,7 +1499,7 @@ namespace OpenSim.Region.Framework.Scenes
1499 if (!userExposed) 1499 if (!userExposed)
1500 dupe.IsAttachment = true; 1500 dupe.IsAttachment = true;
1501 1501
1502 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1502 dupe.m_sittingAvatars = new List<UUID>();
1503 1503
1504 if (!userExposed) 1504 if (!userExposed)
1505 { 1505 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 347a2b5..ea8c3c5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -219,6 +219,14 @@ namespace OpenSim.Region.Framework.Scenes
219 219
220 public double SoundRadius; 220 public double SoundRadius;
221 221
222 /// <summary>
223 /// Should sounds played from this prim be queued?
224 /// </summary>
225 /// <remarks>
226 /// This should only be changed by sound modules. It is up to sound modules as to how they interpret this setting.
227 /// </remarks>
228 public bool SoundQueueing { get; set; }
229
222 public uint TimeStampFull; 230 public uint TimeStampFull;
223 231
224 public uint TimeStampLastActivity; // Will be used for AutoReturn 232 public uint TimeStampLastActivity; // Will be used for AutoReturn
@@ -1791,6 +1799,8 @@ namespace OpenSim.Region.Framework.Scenes
1791 Array.Copy(Shape.ExtraParams, extraP, extraP.Length); 1799 Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
1792 dupe.Shape.ExtraParams = extraP; 1800 dupe.Shape.ExtraParams = extraP;
1793 1801
1802 dupe.PayPrice = (int[])PayPrice.Clone();
1803
1794 dupe.DynAttrs.CopyFrom(DynAttrs); 1804 dupe.DynAttrs.CopyFrom(DynAttrs);
1795 1805
1796 if (userExposed) 1806 if (userExposed)
@@ -2429,7 +2439,7 @@ namespace OpenSim.Region.Framework.Scenes
2429 if (soundModule != null) 2439 if (soundModule != null)
2430 { 2440 {
2431 soundModule.SendSound(UUID, CollisionSound, 2441 soundModule.SendSound(UUID, CollisionSound,
2432 CollisionSoundVolume, true, (byte)0, 0, false, 2442 CollisionSoundVolume, true, 0, 0, false,
2433 false); 2443 false);
2434 } 2444 }
2435 } 2445 }
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 0c91e13..ab7fd5b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2713,7 +2713,9 @@ namespace OpenSim.Region.Framework.Scenes
2713 // again here... this comes after the cached appearance check because the avatars 2713 // again here... this comes after the cached appearance check because the avatars
2714 // appearance goes into the avatar update packet 2714 // appearance goes into the avatar update packet
2715 SendAvatarDataToAllAgents(); 2715 SendAvatarDataToAllAgents();
2716 SendAppearanceToAgent(this); 2716
2717 // This invocation always shows up in the viewer logs as an error.
2718 // SendAppearanceToAgent(this);
2717 2719
2718 // If we are using the the cached appearance then send it out to everyone 2720 // If we are using the the cached appearance then send it out to everyone
2719 if (cachedappearance) 2721 if (cachedappearance)