couple of small fixes.
parent
da7fd71fa2
commit
8a2a6ad761
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@ -371,7 +371,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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// Now we figure out what to set the timer to that does the notifications and calls, RestartNow()
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// Now we figure out what to set the timer to that does the notifications and calls, RestartNow()
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m_restartTimer.Interval = 15000;
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m_restartTimer.Interval = 15000;
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m_incrementsof15seconds = (int) seconds/15;
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m_incrementsof15seconds = (int)seconds / 15;
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m_RestartTimerCounter = 0;
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m_RestartTimerCounter = 0;
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m_restartTimer.AutoReset = true;
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m_restartTimer.AutoReset = true;
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m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
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m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
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@ -738,7 +738,7 @@ namespace OpenSim.Region.Environment.Scenes
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foreach (AssetBase asset in textures)
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foreach (AssetBase asset in textures)
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{
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{
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System.Drawing.Image image= OpenJPEGNet.OpenJPEG.DecodeToImage(asset.Data);
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System.Drawing.Image image = OpenJPEGNet.OpenJPEG.DecodeToImage(asset.Data);
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bitImages.Add(image);
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bitImages.Add(image);
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}
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}
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@ -749,9 +749,9 @@ namespace OpenSim.Region.Environment.Scenes
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for (int i = 0; i < mapBlocks.Count; i++)
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for (int i = 0; i < mapBlocks.Count; i++)
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{
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{
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ushort x = (ushort) ((mapBlocks[i].X - this.RegionInfo.RegionLocX) + 10);
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ushort x = (ushort)((mapBlocks[i].X - this.RegionInfo.RegionLocX) + 10);
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ushort y = (ushort) ((mapBlocks[i].Y - this.RegionInfo.RegionLocY) + 10);
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ushort y = (ushort)((mapBlocks[i].Y - this.RegionInfo.RegionLocY) + 10);
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g.DrawImage(bitImages[i], (x*128), (y*128), 128, 128);
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g.DrawImage(bitImages[i], (x * 128), (y * 128), 128, 128);
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}
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}
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mapTexture.Save(fileName, System.Drawing.Imaging.ImageFormat.Jpeg);
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mapTexture.Save(fileName, System.Drawing.Imaging.ImageFormat.Jpeg);
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}
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}
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@ -914,7 +914,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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if ((rayTracing != null) && ( rayTracing.HitTF))
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if ((rayTracing != null) && (rayTracing.HitTF))
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{
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{
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// We raytraced and found a prim in the way of the ground.. so
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// We raytraced and found a prim in the way of the ground.. so
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// We will rez the object somewhere close to the prim. Better math needed. This is a Stub
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// We will rez the object somewhere close to the prim. Better math needed. This is a Stub
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@ -1723,7 +1723,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="agentID"></param>
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/// <param name="agentID"></param>
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/// <param name="sessionID"></param>
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/// <param name="sessionID"></param>
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/// <param name="permChanges"></param>
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/// <param name="permChanges"></param>
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public void HandleObjectPermissionsUpdate (IClientAPI controller, LLUUID agentID, LLUUID sessionID, List<libsecondlife.Packets.ObjectPermissionsPacket.ObjectDataBlock> permChanges)
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public void HandleObjectPermissionsUpdate(IClientAPI controller, LLUUID agentID, LLUUID sessionID, List<libsecondlife.Packets.ObjectPermissionsPacket.ObjectDataBlock> permChanges)
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{
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{
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// Check for spoofing.. since this is permissions we're talking about here!
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// Check for spoofing.. since this is permissions we're talking about here!
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if ((controller.SessionId == sessionID) && (controller.AgentId == agentID))
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if ((controller.SessionId == sessionID) && (controller.AgentId == agentID))
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@ -238,14 +238,14 @@ namespace OpenSim.Region.Environment.Scenes
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public SceneObjectGroup(Scene scene, ulong regionHandle, SceneObjectPart part)
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public SceneObjectGroup(Scene scene, ulong regionHandle, SceneObjectPart part)
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{
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{
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m_scene = scene;
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m_scene = scene;
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m_regionHandle = regionHandle;
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part.SetParent(this);
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part.SetParent(this);
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part.ParentID = 0;
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part.ParentID = 0;
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m_parts.Add(part.UUID, part);
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m_parts.Add(part.UUID, part);
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SetPartAsRoot(part);
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SetPartAsRoot(part);
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RegionHandle = regionHandle;
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AttachToBackup();
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AttachToBackup();
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ApplyPhysics();
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ApplyPhysics();
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