Mantis#1654. Thank you kindly, Matth for a patch that:
Updates llGetPrimitiveParams() and associated files.0.6.0-stable
parent
e3a583f4b4
commit
103093cf11
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@ -2289,6 +2289,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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public const int PRIM_TEXGEN = 22;
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public const int PRIM_CAST_SHADOWS = 24; // Not implemented, here for completeness sake
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public const int PRIM_POINT_LIGHT = 23; // Huh?
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public const int PRIM_GLOW = 25;
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public const int PRIM_TEXGEN_DEFAULT = 0;
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public const int PRIM_TEXGEN_PLANAR = 1;
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@ -5626,56 +5626,56 @@ namespace OpenSim.Region.ScriptEngine.Common
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switch (code)
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{
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case 2: // PRIM_MATERIAL
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case (int)BuiltIn_Commands_BaseClass.PRIM_MATERIAL:
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res.Add(new LSL_Types.LSLInteger(m_host.Material));
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break;
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case 3: // PRIM_PHYSICS
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case (int)BuiltIn_Commands_BaseClass.PRIM_PHYSICS:
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if ((m_host.GetEffectiveObjectFlags() & (uint)LLObject.ObjectFlags.Physics) != 0)
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res.Add(new LSL_Types.LSLInteger(1));
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else
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res.Add(new LSL_Types.LSLInteger(0));
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break;
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case 4: // PRIM_TEMP_ON_REZ
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case (int)BuiltIn_Commands_BaseClass.PRIM_TEMP_ON_REZ:
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if ((m_host.GetEffectiveObjectFlags() & (uint)LLObject.ObjectFlags.TemporaryOnRez) != 0)
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res.Add(new LSL_Types.LSLInteger(1));
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else
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res.Add(new LSL_Types.LSLInteger(0));
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break;
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case 5: // PRIM_PHANTOM
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case (int)BuiltIn_Commands_BaseClass.PRIM_PHANTOM:
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if ((m_host.GetEffectiveObjectFlags() & (uint)LLObject.ObjectFlags.Phantom) != 0)
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res.Add(new LSL_Types.LSLInteger(1));
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else
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res.Add(new LSL_Types.LSLInteger(0));
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break;
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case 6: // PRIM_POSITION
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case (int)BuiltIn_Commands_BaseClass.PRIM_POSITION:
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res.Add(new LSL_Types.Vector3(m_host.AbsolutePosition.X,
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m_host.AbsolutePosition.Y,
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m_host.AbsolutePosition.Z));
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break;
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case 7: // PRIM_SIZE
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case (int)BuiltIn_Commands_BaseClass.PRIM_SIZE:
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res.Add(new LSL_Types.Vector3(m_host.Scale.X,
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m_host.Scale.Y,
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m_host.Scale.Z));
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break;
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case 8: // PRIM_ROTATION
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case (int)BuiltIn_Commands_BaseClass.PRIM_ROTATION:
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res.Add(new LSL_Types.Quaternion(m_host.RotationOffset.X,
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m_host.RotationOffset.Y,
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m_host.RotationOffset.Z,
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m_host.RotationOffset.W));
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break;
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case 9: // PRIM_TYPE
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case (int)BuiltIn_Commands_BaseClass.PRIM_TYPE:
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// TODO--------------
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res.Add(new LSL_Types.LSLInteger(0));
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break;
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case 17: // PRIM_TEXTURE
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case (int)BuiltIn_Commands_BaseClass.PRIM_TEXTURE:
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if (remain < 1)
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return res;
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@ -5696,7 +5696,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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res.Add(new LSL_Types.LSLFloat(texface.Rotation));
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break;
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case 18: // PRIM_COLOR
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case (int)BuiltIn_Commands_BaseClass.PRIM_COLOR:
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if (remain < 1)
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return res;
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@ -5714,7 +5714,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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res.Add(new LSL_Types.LSLFloat((texcolor.A * 255) / 255));
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break;
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case 19: // PRIM_BUMP_SHINY
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case (int)BuiltIn_Commands_BaseClass.PRIM_BUMP_SHINY:
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// TODO--------------
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if (remain < 1)
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return res;
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@ -5725,7 +5725,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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res.Add(new LSL_Types.LSLInteger(0));
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break;
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case 20: // PRIM_FULLBRIGHT
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case (int)BuiltIn_Commands_BaseClass.PRIM_FULLBRIGHT:
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// TODO--------------
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if (remain < 1)
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return res;
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@ -5735,7 +5735,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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res.Add(new LSL_Types.LSLInteger(0));
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break;
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case 21: // PRIM_FLEXIBLE
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case (int)BuiltIn_Commands_BaseClass.PRIM_FLEXIBLE:
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PrimitiveBaseShape shape = m_host.Shape;
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if (shape.FlexiEntry)
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@ -5752,7 +5752,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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shape.FlexiForceZ));
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break;
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case 22: // PRIM_TEXGEN
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case (int)BuiltIn_Commands_BaseClass.PRIM_TEXGEN:
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// TODO--------------
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// (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
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if (remain < 1)
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@ -5763,7 +5763,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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res.Add(new LSL_Types.LSLInteger(0));
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break;
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case 23: // PRIM_POINT_LIGHT:
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case (int)BuiltIn_Commands_BaseClass.PRIM_POINT_LIGHT:
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shape = m_host.Shape;
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if (shape.LightEntry)
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@ -5778,7 +5778,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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res.Add(new LSL_Types.LSLFloat(shape.LightFalloff)); // falloff
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break;
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case 24: // PRIM_GLOW
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case (int)BuiltIn_Commands_BaseClass.PRIM_GLOW:
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// TODO--------------
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if (remain < 1)
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return res;
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@ -5391,56 +5391,56 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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switch (code)
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{
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case 2: // PRIM_MATERIAL
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case (int)ScriptBaseClass.PRIM_MATERIAL:
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res.Add(new LSL_Types.LSLInteger(m_host.Material));
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break;
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case 3: // PRIM_PHYSICS
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case (int)ScriptBaseClass.PRIM_PHYSICS:
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if ((m_host.GetEffectiveObjectFlags() & (uint)LLObject.ObjectFlags.Physics) != 0)
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res.Add(new LSL_Types.LSLInteger(1));
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else
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res.Add(new LSL_Types.LSLInteger(0));
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break;
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case 4: // PRIM_TEMP_ON_REZ
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case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
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if ((m_host.GetEffectiveObjectFlags() & (uint)LLObject.ObjectFlags.TemporaryOnRez) != 0)
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res.Add(new LSL_Types.LSLInteger(1));
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else
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res.Add(new LSL_Types.LSLInteger(0));
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break;
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case 5: // PRIM_PHANTOM
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case (int)ScriptBaseClass.PRIM_PHANTOM:
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if ((m_host.GetEffectiveObjectFlags() & (uint)LLObject.ObjectFlags.Phantom) != 0)
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res.Add(new LSL_Types.LSLInteger(1));
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else
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res.Add(new LSL_Types.LSLInteger(0));
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break;
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case 6: // PRIM_POSITION
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case (int)ScriptBaseClass.PRIM_POSITION:
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res.Add(new LSL_Types.Vector3(m_host.AbsolutePosition.X,
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m_host.AbsolutePosition.Y,
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m_host.AbsolutePosition.Z));
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break;
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case 7: // PRIM_SIZE
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case (int)ScriptBaseClass.PRIM_SIZE:
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res.Add(new LSL_Types.Vector3(m_host.Scale.X,
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m_host.Scale.Y,
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m_host.Scale.Z));
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break;
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case 8: // PRIM_ROTATION
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case (int)ScriptBaseClass.PRIM_ROTATION:
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res.Add(new LSL_Types.Quaternion(m_host.RotationOffset.X,
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m_host.RotationOffset.Y,
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m_host.RotationOffset.Z,
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m_host.RotationOffset.W));
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break;
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case 9: // PRIM_TYPE
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case (int)ScriptBaseClass.PRIM_TYPE:
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// TODO--------------
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res.Add(new LSL_Types.LSLInteger(0));
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break;
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case 17: // PRIM_TEXTURE
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case (int)ScriptBaseClass.PRIM_TEXTURE:
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if (remain < 1)
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return res;
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@ -5461,7 +5461,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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res.Add(new LSL_Types.LSLFloat(texface.Rotation));
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break;
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case 18: // PRIM_COLOR
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case (int)ScriptBaseClass.PRIM_COLOR:
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if (remain < 1)
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return res;
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@ -5479,7 +5479,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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res.Add(new LSL_Types.LSLFloat((texcolor.A * 255) / 255));
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break;
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case 19: // PRIM_BUMP_SHINY
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case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
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// TODO--------------
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if (remain < 1)
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return res;
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@ -5490,7 +5490,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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res.Add(new LSL_Types.LSLInteger(0));
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break;
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case 20: // PRIM_FULLBRIGHT
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case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
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// TODO--------------
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if (remain < 1)
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return res;
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@ -5500,7 +5500,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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res.Add(new LSL_Types.LSLInteger(0));
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break;
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case 21: // PRIM_FLEXIBLE
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case (int)ScriptBaseClass.PRIM_FLEXIBLE:
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PrimitiveBaseShape shape = m_host.Shape;
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if (shape.FlexiEntry)
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@ -5517,7 +5517,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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shape.FlexiForceZ));
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break;
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case 22: // PRIM_TEXGEN
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case (int)ScriptBaseClass.PRIM_TEXGEN:
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// TODO--------------
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// (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
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if (remain < 1)
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@ -5528,7 +5528,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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res.Add(new LSL_Types.LSLInteger(0));
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break;
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case 23: // PRIM_POINT_LIGHT:
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case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
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shape = m_host.Shape;
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if (shape.LightEntry)
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@ -5543,7 +5543,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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res.Add(new LSL_Types.LSLFloat(shape.LightFalloff)); // falloff
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break;
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case 24: // PRIM_GLOW
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case (int)ScriptBaseClass.PRIM_GLOW:
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// TODO--------------
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if (remain < 1)
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return res;
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@ -290,6 +290,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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public const int PRIM_TEXGEN = 22;
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public const int PRIM_CAST_SHADOWS = 24; // Not implemented, here for completeness sake
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public const int PRIM_POINT_LIGHT = 23; // Huh?
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public const int PRIM_GLOW = 25;
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public const int PRIM_TEXGEN_DEFAULT = 0;
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public const int PRIM_TEXGEN_PLANAR = 1;
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