From 5e4d6cab00cb29cd088ab7b62ab13aff103b64cb Mon Sep 17 00:00:00 2001
From: onefang
Date: Sun, 19 May 2019 21:24:15 +1000
Subject: Dump OpenSim 0.9.0.1 into it's own branch.
---
.../Scripting/Minimodule/Interfaces/IObject.cs | 16 ++++++++--------
1 file changed, 8 insertions(+), 8 deletions(-)
(limited to 'OpenSim/Region/OptionalModules/Scripting/Minimodule/Interfaces/IObject.cs')
diff --git a/OpenSim/Region/OptionalModules/Scripting/Minimodule/Interfaces/IObject.cs b/OpenSim/Region/OptionalModules/Scripting/Minimodule/Interfaces/IObject.cs
index e189489..dc2edd9 100644
--- a/OpenSim/Region/OptionalModules/Scripting/Minimodule/Interfaces/IObject.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/Minimodule/Interfaces/IObject.cs
@@ -60,19 +60,19 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
///
/// Returns whether or not this object is still in the world.
/// Eg, if you store an IObject reference, however the object
- /// is deleted before you use it, it will throw a NullReference
+ /// is deleted before you use it, it will throw a NullReference
/// exception. 'Exists' allows you to check the object is still
/// in play before utilizing it.
///
///
/// IObject deleteMe = World.Objects[0];
- ///
+ ///
/// if (deleteMe.Exists) {
/// deleteMe.Say("Hello, I still exist!");
/// }
- ///
+ ///
/// World.Objects.Remove(deleteMe);
- ///
+ ///
/// if (!deleteMe.Exists) {
/// Host.Console.Info("I was deleted");
/// }
@@ -81,7 +81,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
/// Objects should be near-guarunteed to exist for any event which
/// passes them as an argument. Storing an object for a longer period
/// of time however will limit their reliability.
- ///
+ ///
/// It is a good practice to use Try/Catch blocks handling for
/// NullReferenceException, when accessing remote objects.
///
@@ -118,8 +118,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
IObject[] Children { get; }
///
- /// Returns a list of materials attached to this object. Each may contain unique texture
- /// and other visual information. For primitive based objects, this correlates with
+ /// Returns a list of materials attached to this object. Each may contain unique texture
+ /// and other visual information. For primitive based objects, this correlates with
/// Object Faces. For mesh based objects, this correlates with Materials.
///
IObjectMaterial[] Materials { get; }
@@ -152,7 +152,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
String TouchText { get; set; }
///
- /// Text to be associated with this object, in the
+ /// Text to be associated with this object, in the
/// Second Life(r) viewer, this is shown above the
/// object.
///
--
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