* Added housekeeping comments, see mailing list in just a moment...
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23a734d0c7
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33b4cc1bb0
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@ -73,10 +73,10 @@ namespace OpenSim.Region.ClientStack
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public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation;
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public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation;
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public event UpdatePrimGroupRotation OnUpdatePrimGroupMouseRotation;
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public event UpdatePrimGroupRotation OnUpdatePrimGroupMouseRotation;
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public event UpdateVector OnUpdatePrimScale;
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public event UpdateVector OnUpdatePrimScale;
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public event StatusChange OnChildAgentStatus;
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public event StatusChange OnChildAgentStatus; // HOUSEKEEPING : Do we really need this?
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public event GenericCall2 OnStopMovement;
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public event GenericCall2 OnStopMovement; // HOUSEKEEPING : Do we really need this?
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public event NewAvatar OnNewAvatar;
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public event NewAvatar OnNewAvatar; // HOUSEKEEPING : Do we really need this?
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public event GenericCall6 OnRemoveAvatar;
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public event GenericCall6 OnRemoveAvatar; // HOUSEKEEPING : Do we really need this?
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public event RequestMapBlocks OnRequestMapBlocks;
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public event RequestMapBlocks OnRequestMapBlocks;
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public event TeleportLocationRequest OnTeleportLocationRequest;
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public event TeleportLocationRequest OnTeleportLocationRequest;
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@ -25,7 +25,7 @@ namespace OpenSim.Region.Environment.Scenes
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private const uint FULL_MASK_PERMISSIONS = 2147483647;
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private const uint FULL_MASK_PERMISSIONS = 2147483647;
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private ulong m_regionHandle;
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private ulong m_regionHandle;
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private uint m_flags = 32 + 65536 + 131072 + 256 + 4 + 8 + 2048 + 524288 + 268435456 + 128;
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private uint m_flags = 32 + 65536 + 131072 + 256 + 4 + 8 + 2048 + 524288 + 268435456 + 128; // HOUSEKEEPING : Do we really need this?
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//private Dictionary<LLUUID, InventoryItem> inventoryItems;
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//private Dictionary<LLUUID, InventoryItem> inventoryItems;
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public string SitName = "";
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public string SitName = "";
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@ -15,7 +15,7 @@ namespace OpenSim.Region.Environment.Scenes
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private const uint FULL_MASK_PERMISSIONS = 2147483647;
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private const uint FULL_MASK_PERMISSIONS = 2147483647;
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private ulong m_regionHandle;
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private ulong m_regionHandle;
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private uint m_flags = 32 + 65536 + 131072 + 256 + 4 + 8 + 2048 + 524288 + 268435456 + 128;
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private uint m_flags = 32 + 65536 + 131072 + 256 + 4 + 8 + 2048 + 524288 + 268435456 + 128; // HOUSEKEEPING : Do we really need this?
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//private Dictionary<LLUUID, InventoryItem> inventoryItems;
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//private Dictionary<LLUUID, InventoryItem> inventoryItems;
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public string SitName = "";
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public string SitName = "";
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@ -43,30 +43,14 @@ namespace OpenSim.Region.Environment.Scenes
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private new Scene m_world;
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private new Scene m_world;
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protected ulong m_regionHandle;
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protected ulong m_regionHandle;
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private bool physicsEnabled = false;
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private bool physicsEnabled = false; // HOUSEKEEPING : Do we really need this?
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private PhysicsScene m_PhysScene;
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private PhysicsScene m_PhysScene; // HOUSEKEEPING : Do we really need this?
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private PhysicsActor m_PhysActor;
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private PhysicsActor m_PhysActor; // HOUSEKEEPING : Do we really need this?
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private EventManager m_eventManager;
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private EventManager m_eventManager;
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public bool isSelected = false;
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public bool isSelected = false;
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public PhysicsScene PhysScene
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{
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get
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{
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return m_PhysScene;
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}
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}
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public PhysicsActor PhysActor
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{
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get
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{
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return m_PhysActor;
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}
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}
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public LLUUID rootUUID
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public LLUUID rootUUID
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{
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{
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get
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get
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@ -48,7 +48,7 @@ namespace OpenSim.Region.Environment.Scenes
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public IClientAPI ControllingClient;
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public IClientAPI ControllingClient;
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public LLUUID current_anim;
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public LLUUID current_anim;
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public int anim_seq;
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public int anim_seq;
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private bool updateflag = false;
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private bool updateflag = false; // HOUSEKEEPING : Do we really need this?
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private byte movementflag = 0;
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private byte movementflag = 0;
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private List<NewForce> forcesList = new List<NewForce>();
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private List<NewForce> forcesList = new List<NewForce>();
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private short _updateCount = 0;
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private short _updateCount = 0;
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@ -63,7 +63,7 @@ namespace OpenSim.Region.Environment.Scenes
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private bool newForce = false;
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private bool newForce = false;
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private bool newAvatar = false;
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private bool newAvatar = false;
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private IScenePresenceBody m_body;
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private IScenePresenceBody m_body; // HOUSEKEEPING : Do we really need this?
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protected RegionInfo m_regionInfo;
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protected RegionInfo m_regionInfo;
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