From b16abc8166c29585cb76cc55c3bdd76e5833cb4f Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Thu, 5 Jan 2017 19:07:37 +0000 Subject: Massive tab and trailing space cleanup --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 244 ++++++++++----------- 1 file changed, 122 insertions(+), 122 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index b95b5be..b97cceb 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -134,7 +134,7 @@ namespace OpenSim.Region.Framework.Scenes ); private const scriptEvents PhyscicsVolumeDtcSubsEvents = ( scriptEvents.collision_start | scriptEvents.collision_end - ); + ); private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); @@ -148,8 +148,8 @@ namespace OpenSim.Region.Framework.Scenes /// /// Dynamic objects that can be created and deleted as required. /// - public DOMap DynObjs - { + public DOMap DynObjs + { get { if (m_dynObjs == null) @@ -163,16 +163,16 @@ namespace OpenSim.Region.Framework.Scenes m_dynObjs = value; } } - + /// /// Is this a root part? /// /// /// This will return true even if the whole object is attached to an avatar. /// - public bool IsRoot + public bool IsRoot { - get { return Object.ReferenceEquals(ParentGroup.RootPart, this); } + get { return Object.ReferenceEquals(ParentGroup.RootPart, this); } } /// @@ -192,11 +192,11 @@ namespace OpenSim.Region.Framework.Scenes #region Fields public bool AllowedDrop; - + public bool DIE_AT_EDGE; - + public bool RETURN_AT_EDGE; - + public bool BlockGrab { get; set; } public bool StatusSandbox; @@ -221,7 +221,7 @@ namespace OpenSim.Region.Framework.Scenes // Note: This isn't persisted in the database right now, as the fields for that aren't just there yet. // Not a big problem as long as the script that sets it remains in the prim on startup. // for SL compatibility it should be persisted though (set sound / displaytext / particlesystem, kill script) - + public UUID Sound; public byte SoundFlags; @@ -254,7 +254,7 @@ namespace OpenSim.Region.Framework.Scenes [XmlIgnore] public int STATUS_ROTATE_X; // this should not be used - + [XmlIgnore] public int STATUS_ROTATE_Y; // this should not be used @@ -262,13 +262,13 @@ namespace OpenSim.Region.Framework.Scenes public int STATUS_ROTATE_Z; // this should not be used private Dictionary m_CollisionFilter = new Dictionary(); - + /// /// The UUID of the user inventory item from which this object was rezzed if this is a root part. /// If UUID.Zero then either this is not a root part or there is no connection with a user inventory item. /// private UUID m_fromUserInventoryItemID; - + public UUID FromUserInventoryItemID { get { return m_fromUserInventoryItemID; } @@ -289,7 +289,7 @@ namespace OpenSim.Region.Framework.Scenes public bool VolumeDetectActive { - get + get { return (Flags & (PrimFlags)primFlagVolumeDetect) != 0; } @@ -313,7 +313,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// This part's inventory - /// + /// public IEntityInventory Inventory { get { return m_inventory; } @@ -321,20 +321,20 @@ namespace OpenSim.Region.Framework.Scenes protected SceneObjectPartInventory m_inventory; public bool Undoing; - + public bool IgnoreUndoUpdate = false; - + public PrimFlags LocalFlags; - + private float m_damage = -1.0f; private byte[] m_TextureAnimation; private byte m_clickAction; private Color m_color = Color.Black; private readonly List m_lastColliders = new List(); private int m_linkNum; - + private int m_scriptAccessPin; - + private readonly Dictionary m_scriptEvents = new Dictionary(); private string m_sitName = String.Empty; private Quaternion m_sitTargetOrientation = Quaternion.Identity; @@ -403,7 +403,7 @@ namespace OpenSim.Region.Framework.Scenes private UUID m_collisionSound; private float m_collisionSoundVolume; - private int LastColSoundSentTime; + private int LastColSoundSentTime; private SOPVehicle m_vehicleParams = null; @@ -454,7 +454,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// public SceneObjectPart( - UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, + UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, Quaternion rotationOffset, Vector3 offsetPosition) : this() { m_name = "Object"; @@ -505,7 +505,7 @@ namespace OpenSim.Region.Framework.Scenes private bool m_createSelected = false; private UUID _creatorID; - public UUID CreatorID + public UUID CreatorID { get { return _creatorID; } set { _creatorID = value; } @@ -515,7 +515,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// Data about the creator in the form home_url;name /// - public string CreatorData + public string CreatorData { get { return m_creatorData; } set { m_creatorData = value; } @@ -565,7 +565,7 @@ namespace OpenSim.Region.Framework.Scenes } /// - /// A relic from when we we thought that prims contained folder objects. In + /// A relic from when we we thought that prims contained folder objects. In /// reality, prim == folder /// Exposing this is not particularly good, but it's one of the least evils at the moment to see /// folder id from prim inventory item data, since it's not (yet) actually stored with the prim. @@ -611,10 +611,10 @@ namespace OpenSim.Region.Framework.Scenes public UUID UUID { get { return m_uuid; } - set - { - m_uuid = value; - + set + { + m_uuid = value; + // This is necessary so that TaskInventoryItem parent ids correctly reference the new uuid of this part if (Inventory != null) Inventory.ResetObjectID(); @@ -634,8 +634,8 @@ namespace OpenSim.Region.Framework.Scenes public virtual string Name { get { return m_name; } - set - { + set + { m_name = value; PhysicsActor pa = PhysActor; @@ -678,11 +678,11 @@ namespace OpenSim.Region.Framework.Scenes m_isSelected = value; if (ParentGroup != null) ParentGroup.PartSelectChanged(value); - + } } - - + + public Dictionary CollisionFilter { get { return m_CollisionFilter; } @@ -704,14 +704,14 @@ namespace OpenSim.Region.Framework.Scenes set { m_APIDTarget = value; } } - + protected float APIDDamp { get { return m_APIDDamp; } set { m_APIDDamp = value; } } - + protected float APIDStrength { get { return m_APIDStrength; } @@ -769,21 +769,21 @@ namespace OpenSim.Region.Framework.Scenes set { m_particleSystem = value; } } - + public DateTime Expires { get { return m_expires; } set { m_expires = value; } } - + public DateTime Rezzed { get { return m_rezzed; } set { m_rezzed = value; } } - + public float Damage { get { return m_damage; } @@ -798,7 +798,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// The position of the entire group that this prim belongs to. /// - /// + /// public Vector3 GroupPosition { @@ -837,7 +837,7 @@ namespace OpenSim.Region.Framework.Scenes // Root prim actually goes at Position if (ParentID == 0) { - actor.Position = value; + actor.Position = value; } else { @@ -955,7 +955,7 @@ namespace OpenSim.Region.Framework.Scenes return m_rotationOffset; } - + set { // StoreUndoState(); @@ -1066,24 +1066,24 @@ namespace OpenSim.Region.Framework.Scenes if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE) { actor.RotationalVelocity = m_angularVelocity; - } + } } } /// public Vector3 Acceleration { - get - { + get + { PhysicsActor actor = PhysActor; if (actor != null) - { - m_acceleration = actor.Acceleration; - } - return m_acceleration; - } - - set + { + m_acceleration = actor.Acceleration; + } + return m_acceleration; + } + + set { if (Util.IsNanOrInfinity(value)) m_acceleration = Vector3.Zero; @@ -1217,23 +1217,23 @@ namespace OpenSim.Region.Framework.Scenes else b = sz; } - - return a * b; + + return a * b; } public UpdateRequired UpdateFlag { get; set; } - + /// /// Used for media on a prim. /// /// Do not change this value directly - always do it through an IMoapModule. - public string MediaUrl - { + public string MediaUrl + { get { - return m_mediaUrl; + return m_mediaUrl; } - + set { m_mediaUrl = value; @@ -1246,10 +1246,10 @@ namespace OpenSim.Region.Framework.Scenes public bool CreateSelected { get { return m_createSelected; } - set - { + set + { // m_log.DebugFormat("[SOP]: Setting CreateSelected to {0} for {1} {2}", value, Name, UUID); - m_createSelected = value; + m_createSelected = value; } } @@ -1423,7 +1423,7 @@ namespace OpenSim.Region.Framework.Scenes } /// - /// Property flags. See OpenMetaverse.PrimFlags + /// Property flags. See OpenMetaverse.PrimFlags /// /// /// Example properties are PrimFlags.Phantom and PrimFlags.DieAtEdge @@ -1431,18 +1431,18 @@ namespace OpenSim.Region.Framework.Scenes public PrimFlags Flags { get { return _flags; } - set - { + set + { // m_log.DebugFormat("[SOP]: Setting flags for {0} {1} to {2}", UUID, Name, value); - _flags = value; + _flags = value; } } - + [XmlIgnore] public bool IsOccupied // KF If an av is sittingon this prim { - get { return m_occupied; } - set { m_occupied = value; } + get { return m_occupied; } + set { m_occupied = value; } } /// @@ -1474,7 +1474,7 @@ namespace OpenSim.Region.Framework.Scenes } private UUID _parentUUID = UUID.Zero; - + public UUID ParentUUID { get @@ -1487,7 +1487,7 @@ namespace OpenSim.Region.Framework.Scenes set { _parentUUID = value; } } - + public string SitAnimation { get { return m_sitAnimation; } @@ -1519,7 +1519,7 @@ namespace OpenSim.Region.Framework.Scenes { get { return m_collisionSound; } set - { + { m_collisionSound = value; if (value == invalidCollisionSoundUUID) @@ -1589,7 +1589,7 @@ namespace OpenSim.Region.Framework.Scenes { if (ParentGroup.RootPart == this) return m_torque; - + return ParentGroup.RootPart.Torque; } @@ -1733,7 +1733,7 @@ namespace OpenSim.Region.Framework.Scenes set { byte oldv = m_physicsShapeType; - + if (value >= 0 && value <= (byte)PhysShapeType.convex) { if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this) @@ -1966,7 +1966,7 @@ namespace OpenSim.Region.Framework.Scenes Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos); Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4); Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8); - + } m_TextureAnimation = data; } @@ -2063,7 +2063,7 @@ namespace OpenSim.Region.Framework.Scenes root.AngularVelocity = pAngVel; } - + /// /// hook to the physics scene to apply angular impulse @@ -2095,7 +2095,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// Vector force /// true for the local frame, false for the global frame - + // this is actualy Set Torque.. keeping naming so not to edit lslapi also public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF) { @@ -2116,7 +2116,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// - public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building) + public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building) { VolumeDetectActive = _VolumeDetectActive; @@ -2177,7 +2177,7 @@ namespace OpenSim.Region.Framework.Scenes /// public SceneObjectPart Copy(uint plocalID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed) { - // FIXME: This is dangerous since it's easy to forget to reset some references when necessary and end up + // FIXME: This is dangerous since it's easy to forget to reset some references when necessary and end up // with bugs that only occur in some circumstances (e.g. crossing between regions on the same simulator // but not between regions on different simulators). Really, all copying should be done explicitly. SceneObjectPart dupe = (SceneObjectPart)MemberwiseClone(); @@ -2242,20 +2242,20 @@ namespace OpenSim.Region.Framework.Scenes dupe.PayPrice = (int[])PayPrice.Clone(); dupe.DynAttrs.CopyFrom(DynAttrs); - + if (userExposed) { bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); dupe.DoPhysicsPropertyUpdate(UsePhysics, true); } - + if (dupe.PhysActor != null) dupe.PhysActor.LocalID = plocalID; ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); - + return dupe; } @@ -2428,7 +2428,7 @@ namespace OpenSim.Region.Framework.Scenes pa.link(parentPa); } } - } + } } bool phan = ((Flags & PrimFlags.Phantom) != 0); @@ -2528,7 +2528,7 @@ namespace OpenSim.Region.Framework.Scenes public uint GetEffectiveObjectFlags() { - // Commenting this section of code out since it doesn't actually do anything, as enums are handled by + // Commenting this section of code out since it doesn't actually do anything, as enums are handled by // value rather than reference // PrimFlags f = _flags; // if (m_parentGroup == null || m_parentGroup.RootPart == this) @@ -2820,7 +2820,7 @@ namespace OpenSim.Region.Framework.Scenes ColliderArgs LandCollidingMessage = new ColliderArgs(); List colliding = new List(); - + colliding.Add(CreateDetObjectForGround()); LandCollidingMessage.Colliders = colliding; @@ -2969,9 +2969,9 @@ namespace OpenSim.Region.Framework.Scenes // Note: This is only being called on the root prim at this time. m_log.ErrorFormat( - "[SCENE OBJECT PART]: Physical object {0}, localID {1} went out of bounds at {2} in {3}. Stopping at {4} and making non-physical.", + "[SCENE OBJECT PART]: Physical object {0}, localID {1} went out of bounds at {2} in {3}. Stopping at {4} and making non-physical.", Name, LocalId, pos, ParentGroup.Scene.Name, AbsolutePosition); - + RemFlag(PrimFlags.Physics); DoPhysicsPropertyUpdate(false, true); } @@ -3026,7 +3026,7 @@ namespace OpenSim.Region.Framework.Scenes //m_log.Debug("prev: " + prevflag.ToString() + " curr: " + Flags.ToString()); //ScheduleFullUpdate(); } - + public void RemoveScriptEvents(UUID scriptid) { lock (m_scriptEvents) @@ -3089,7 +3089,7 @@ namespace OpenSim.Region.Framework.Scenes ParentGroup.HasGroupChanged = true; ScheduleFullUpdate(); } - + public void RotLookAt(Quaternion target, float strength, float damping) { if(ParentGroup.IsDeleted) @@ -3115,7 +3115,7 @@ namespace OpenSim.Region.Framework.Scenes m_log.WarnFormat("[SceneObjectPart] Invalid rotation strength {0}",APIDStrength); return; } - + APIDActive = true; // Necessary to get the lookat deltas applied @@ -3357,7 +3357,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter // sl Does send them // if (ParentGroup.IsSelected && ParentGroup.IsAttachment) // return; - + if (ParentGroup.IsDeleted) return; @@ -3487,7 +3487,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter public void SetBuoyancy(float fvalue) { Buoyancy = fvalue; -/* +/* if (PhysActor != null) { PhysActor.Buoyancy = fvalue; @@ -3547,7 +3547,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter public void SetVehicleType(int type) { m_vehicleParams = null; - + if (type == (int)Vehicle.TYPE_NONE) { if (_parentID ==0 && PhysActor != null) @@ -3754,7 +3754,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter { if (Shape.SculptEntry) return PrimType.SCULPT; - + if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.Square) { if (Shape.PathCurve == (byte)Extrusion.Straight) @@ -3782,12 +3782,12 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter else if (Shape.PathCurve == (byte)Extrusion.Curve1) return PrimType.RING; } - + return PrimType.BOX; } - + /// - /// Tell us if this object has cut, hollow, dimple, and other factors affecting the number of faces + /// Tell us if this object has cut, hollow, dimple, and other factors affecting the number of faces /// /// /// @@ -3812,7 +3812,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter hasDimple = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0); // taken from llSetPrimitiveParms hasProfileCut = hasDimple; // is it the same thing? } - + public void SetGroup(UUID groupID, IClientAPI client) { // Scene.AddNewPrims() calls with client == null so can't use this. @@ -3859,7 +3859,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter public void SetScriptEvents(UUID scriptid, int events) { // m_log.DebugFormat( -// "[SCENE OBJECT PART]: Set script events for script with id {0} on {1}/{2} to {3} in {4}", +// "[SCENE OBJECT PART]: Set script events for script with id {0} on {1}/{2} to {3} in {4}", // scriptid, Name, ParentGroup.Name, events, ParentGroup.Scene.Name); // scriptEvents oldparts; @@ -3896,7 +3896,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter ScheduleFullUpdate(); } } - + /// /// Set the text displayed for this part. /// @@ -4491,7 +4491,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter public bool IsHingeJoint() { // For now, we use the NINJA naming scheme for identifying joints. - // In the future, we can support other joint specification schemes such as a + // In the future, we can support other joint specification schemes such as a // custom checkbox in the viewer GUI. if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) { @@ -4507,7 +4507,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter public bool IsBallJoint() { // For now, we use the NINJA naming scheme for identifying joints. - // In the future, we can support other joint specification schemes such as a + // In the future, we can support other joint specification schemes such as a // custom checkbox in the viewer GUI. if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) { @@ -4523,7 +4523,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter public bool IsJoint() { // For now, we use the NINJA naming scheme for identifying joints. - // In the future, we can support other joint specification schemes such as a + // In the future, we can support other joint specification schemes such as a // custom checkbox in the viewer GUI. if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) { @@ -4616,8 +4616,8 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter Stop(); } - - else + + else { if (ParentGroup.Scene.CollidablePrims) { @@ -4649,7 +4649,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter UpdatePhysicsSubscribedEvents(); } - } + } // and last in case we have a new actor and not building @@ -4658,7 +4658,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter ParentGroup.HasGroupChanged = true; ScheduleFullUpdate(); } - + // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); } @@ -4671,10 +4671,10 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter /// tells physics to delay full construction of object /// applies velocities, force and torque private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics) - { + { PhysicsActor pa; - Vector3 velocity = Velocity; + Vector3 velocity = Velocity; Vector3 rotationalVelocity = AngularVelocity;; try @@ -4695,7 +4695,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); pa = null; } - + if (pa != null) { pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info @@ -4709,7 +4709,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter if(LocalId == ParentGroup.RootPart.LocalId) { - pa.LockAngularMotion(RotationAxisLocks); + pa.LockAngularMotion(RotationAxisLocks); } if (VolumeDetectActive) // change if not the default only @@ -4722,7 +4722,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter AddFlag(PrimFlags.CameraDecoupled); else RemFlag(PrimFlags.CameraDecoupled); - } + } else RemFlag(PrimFlags.CameraDecoupled); // we are going to tell rest of code about physics so better have this here @@ -4752,8 +4752,8 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter } } - if (applyDynamics && LocalId == ParentGroup.RootPart.LocalId) - // do independent of isphysical so parameters get setted (at least some) + if (applyDynamics && LocalId == ParentGroup.RootPart.LocalId) + // do independent of isphysical so parameters get setted (at least some) { Velocity = velocity; AngularVelocity = rotationalVelocity; @@ -4941,8 +4941,8 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter Primitive.TextureEntryFace fallbackNewFace = newTex.DefaultTexture; Primitive.TextureEntryFace fallbackOldFace = oldTex.DefaultTexture; - - // On Incoming packets, sometimes newText.DefaultTexture is null. The assumption is that all + + // On Incoming packets, sometimes newText.DefaultTexture is null. The assumption is that all // other prim-sides are set, but apparently that's not always the case. Lets assume packet/data corruption at this point. if (fallbackNewFace == null) { @@ -4958,7 +4958,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter // Materials capable viewers can send a ObjectImage packet // when nothing in TE has changed. MaterialID should be updated // by the RenderMaterials CAP handler, so updating it here may cause a - // race condtion. Therefore, if no non-materials TE fields have changed, + // race condtion. Therefore, if no non-materials TE fields have changed, // we should ignore any changes and not update Shape.TextureEntry bool otherFieldsChanged = false; @@ -5140,7 +5140,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter { return m_forceMouselook; } - + public override string ToString() { return String.Format("{0} {1} (parent {2}))", Name, UUID, ParentGroup); @@ -5157,7 +5157,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter && (ParentGroup.RootPart != this || ParentGroup.AttachedAvatar != remoteClient.AgentId && ParentGroup.HasPrivateAttachmentPoint)) return; - + // Causes this thread to dig into the Client Thread Data. // Remember your locking here! remoteClient.SendEntityUpdate( @@ -5165,9 +5165,9 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity); - ParentGroup.Scene.StatsReporter.AddObjectUpdates(1); + ParentGroup.Scene.StatsReporter.AddObjectUpdates(1); } - + public void AddScriptLPS(int count) { ParentGroup.AddScriptLPS(count); @@ -5233,7 +5233,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter { PermissionsUtil.LogPermissions(Name, message, BaseMask, OwnerMask, NextOwnerMask); } - + public void ApplyNextOwnerPermissions() { // Export needs to be preserved in the base and everyone -- cgit v1.1