* Attempting to fix a issue with console commands & the estate module. Again.

prioritization
Adam Frisby 2009-10-02 10:53:21 +10:00
parent 24d5b57503
commit a030e3d61b
1 changed files with 52 additions and 4 deletions

View File

@ -858,8 +858,30 @@ namespace OpenSim.Region.CoreModules.World.Estate
{
if (y == -1 || m_scene.RegionInfo.RegionLocY == y)
{
m_log.Debug("[ESTATEMODULE] Setting terrain textures for " + m_scene.RegionInfo.RegionName);
setEstateTerrainBaseTexture(null, int.Parse(num), UUID.Parse(uuid));
int corner = int.Parse(num);
UUID texture = UUID.Parse(uuid);
m_log.Debug("[ESTATEMODULE] Setting terrain textures for " + m_scene.RegionInfo.RegionName +
string.Format(" (C#{0} = {1})", corner, texture));
switch (corner)
{
case 0:
m_scene.RegionInfo.RegionSettings.TerrainTexture1 = texture;
break;
case 1:
m_scene.RegionInfo.RegionSettings.TerrainTexture2 = texture;
break;
case 2:
m_scene.RegionInfo.RegionSettings.TerrainTexture3 = texture;
break;
case 3:
m_scene.RegionInfo.RegionSettings.TerrainTexture4 = texture;
break;
}
m_scene.RegionInfo.RegionSettings.Save();
sendRegionInfoPacketToAll();
}
}
}
@ -876,8 +898,34 @@ namespace OpenSim.Region.CoreModules.World.Estate
{
if (y == -1 || m_scene.RegionInfo.RegionLocY == y)
{
m_log.Debug("[ESTATEMODULE] Setting terrain heights " + m_scene.RegionInfo.RegionName);
setEstateTerrainTextureHeights(null, int.Parse(num), float.Parse(min), float.Parse(max));
int corner = int.Parse(num);
float lowValue = float.Parse(min);
float highValue = float.Parse(max);
m_log.Debug("[ESTATEMODULE] Setting terrain heights " + m_scene.RegionInfo.RegionName +
string.Format(" (C{0}, {1}-{2}", corner, lowValue, highValue));
switch (corner)
{
case 0:
m_scene.RegionInfo.RegionSettings.Elevation1SW = lowValue;
m_scene.RegionInfo.RegionSettings.Elevation2SW = highValue;
break;
case 1:
m_scene.RegionInfo.RegionSettings.Elevation1NW = lowValue;
m_scene.RegionInfo.RegionSettings.Elevation2NW = highValue;
break;
case 2:
m_scene.RegionInfo.RegionSettings.Elevation1SE = lowValue;
m_scene.RegionInfo.RegionSettings.Elevation2SE = highValue;
break;
case 3:
m_scene.RegionInfo.RegionSettings.Elevation1NE = lowValue;
m_scene.RegionInfo.RegionSettings.Elevation2NE = highValue;
break;
}
m_scene.RegionInfo.RegionSettings.Save();
sendRegionHandshakeToAll();
}
}
}