* Changed all privates to m_ scheme
parent
29355de6ee
commit
a7ed7665a6
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@ -38,116 +38,116 @@ namespace OpenSim.Framework
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/// <summary>
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/// <summary>
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/// A UNIX Timestamp (seconds since epoch) for the users creation
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/// A UNIX Timestamp (seconds since epoch) for the users creation
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/// </summary>
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/// </summary>
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private int _created;
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private int m_created;
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/// <summary>
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/// <summary>
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/// The users last registered agent (filled in on the user server)
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/// The users last registered agent (filled in on the user server)
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/// </summary>
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/// </summary>
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private UserAgentData _currentAgent;
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private UserAgentData m_currentAgent;
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/// <summary>
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/// <summary>
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/// The first component of a users account name
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/// The first component of a users account name
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/// </summary>
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/// </summary>
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private string _firstname;
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private string m_firstname;
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/// <summary>
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/// <summary>
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/// The coordinates inside the region of the home location
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/// The coordinates inside the region of the home location
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/// </summary>
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/// </summary>
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private Vector3 _homeLocation;
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private Vector3 m_homeLocation;
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/// <summary>
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/// <summary>
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/// Where the user will be looking when they rez.
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/// Where the user will be looking when they rez.
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/// </summary>
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/// </summary>
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private Vector3 _homeLookAt;
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private Vector3 m_homeLookAt;
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private uint _homeRegionX;
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private uint m_homeRegionX;
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private uint _homeRegionY;
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private uint m_homeRegionY;
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/// <summary>
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/// <summary>
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/// The ID value for this user
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/// The ID value for this user
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/// </summary>
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/// </summary>
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private UUID _id;
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private UUID m_id;
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/// <summary>
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/// <summary>
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/// A UNIX Timestamp for the users last login date / time
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/// A UNIX Timestamp for the users last login date / time
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/// </summary>
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/// </summary>
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private int _lastLogin;
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private int m_lastLogin;
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/// <summary>
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/// <summary>
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/// A salted hash containing the users password, in the format md5(md5(password) + ":" + salt)
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/// A salted hash containing the users password, in the format md5(md5(password) + ":" + salt)
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/// </summary>
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/// </summary>
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/// <remarks>This is double MD5'd because the client sends an unsalted MD5 to the loginserver</remarks>
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/// <remarks>This is double MD5'd because the client sends an unsalted MD5 to the loginserver</remarks>
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private string _passwordHash;
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private string m_passwordHash;
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/// <summary>
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/// <summary>
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/// The salt used for the users hash, should be 32 bytes or longer
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/// The salt used for the users hash, should be 32 bytes or longer
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/// </summary>
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/// </summary>
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private string _passwordSalt;
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private string m_passwordSalt;
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/// <summary>
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/// <summary>
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/// The about text listed in a users profile.
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/// The about text listed in a users profile.
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/// </summary>
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/// </summary>
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private string _profileAboutText = String.Empty;
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private string m_profileAboutText = String.Empty;
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/// <summary>
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/// <summary>
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/// A uint mask containing the "I can do" fields of the users profile
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/// A uint mask containing the "I can do" fields of the users profile
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/// </summary>
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/// </summary>
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private uint _profileCanDoMask;
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private uint m_profileCanDoMask;
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/// <summary>
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/// <summary>
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/// The profile image for the users first life tab
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/// The profile image for the users first life tab
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/// </summary>
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/// </summary>
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private UUID _profileFirstImage;
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private UUID m_profileFirstImage;
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/// <summary>
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/// <summary>
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/// The first life about text listed in a users profile
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/// The first life about text listed in a users profile
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/// </summary>
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/// </summary>
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private string _profileFirstText = String.Empty;
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private string m_profileFirstText = String.Empty;
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/// <summary>
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/// <summary>
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/// The profile image for an avatar stored on the asset server
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/// The profile image for an avatar stored on the asset server
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/// </summary>
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/// </summary>
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private UUID _profileImage;
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private UUID m_profileImage;
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/// <summary>
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/// <summary>
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/// A uint mask containing the "I want to do" part of the users profile
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/// A uint mask containing the "I want to do" part of the users profile
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/// </summary>
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/// </summary>
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private uint _profileWantDoMask; // Profile window "I want to" mask
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private uint m_profileWantDoMask; // Profile window "I want to" mask
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private UUID _rootInventoryFolderID;
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private UUID m_rootInventoryFolderId;
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/// <summary>
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/// <summary>
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/// The second component of a users account name
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/// The second component of a users account name
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/// </summary>
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/// </summary>
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private string _surname;
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private string m_surname;
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/// <summary>
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/// <summary>
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/// A valid email address for the account. Useful for password reset requests.
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/// A valid email address for the account. Useful for password reset requests.
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/// </summary>
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/// </summary>
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private string _email = String.Empty;
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private string m_email = String.Empty;
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/// <summary>
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/// <summary>
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/// A URI to the users asset server, used for foreigners and large grids.
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/// A URI to the users asset server, used for foreigners and large grids.
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/// </summary>
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/// </summary>
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private string _userAssetURI = String.Empty;
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private string m_userAssetUri = String.Empty;
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/// <summary>
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/// <summary>
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/// A URI to the users inventory server, used for foreigners and large grids
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/// A URI to the users inventory server, used for foreigners and large grids
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/// </summary>
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/// </summary>
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private string _userInventoryURI = String.Empty;
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private string m_userInventoryUri = String.Empty;
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/// <summary>
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/// <summary>
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/// The last used Web_login_key
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/// The last used Web_login_key
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/// </summary>
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/// </summary>
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private UUID _webLoginKey;
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private UUID m_webLoginKey;
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// Data for estates and other goodies
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// Data for estates and other goodies
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// to get away from per-machine configs a little
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// to get away from per-machine configs a little
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//
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//
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private int _userFlags;
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private int m_userFlags;
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private int _godLevel;
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private int m_godLevel;
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private string _customType;
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private string m_customType;
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private UUID _partner;
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private UUID m_partner;
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/// <summary>
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/// <summary>
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/// The regionhandle of the users preferred home region. If
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/// The regionhandle of the users preferred home region. If
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@ -156,15 +156,15 @@ namespace OpenSim.Framework
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/// </summary>
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/// </summary>
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public virtual ulong HomeRegion
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public virtual ulong HomeRegion
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{
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{
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get { return Utils.UIntsToLong((_homeRegionX * (uint)Constants.RegionSize), (_homeRegionY * (uint)Constants.RegionSize)); }
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get { return Utils.UIntsToLong((m_homeRegionX * (uint)Constants.RegionSize), (m_homeRegionY * (uint)Constants.RegionSize)); }
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set
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set
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{
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{
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_homeRegionX = (uint) (value >> 40);
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m_homeRegionX = (uint) (value >> 40);
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_homeRegionY = (((uint) (value)) >> 8);
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m_homeRegionY = (((uint) (value)) >> 8);
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}
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}
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}
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}
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private UUID _homeRegionID;
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private UUID m_homeRegionId;
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/// <summary>
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/// <summary>
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/// The regionID of the users home region. This is unique;
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/// The regionID of the users home region. This is unique;
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/// even if the position of the region changes within the
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/// even if the position of the region changes within the
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@ -172,33 +172,33 @@ namespace OpenSim.Framework
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/// </summary>
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/// </summary>
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public UUID HomeRegionID
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public UUID HomeRegionID
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{
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{
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get { return _homeRegionID; }
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get { return m_homeRegionId; }
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set { _homeRegionID = value; }
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set { m_homeRegionId = value; }
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}
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}
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// Property wrappers
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// Property wrappers
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public UUID ID
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public UUID ID
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{
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{
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get { return _id; }
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get { return m_id; }
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set { _id = value; }
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set { m_id = value; }
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}
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}
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public UUID WebLoginKey
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public UUID WebLoginKey
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{
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{
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get { return _webLoginKey; }
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get { return m_webLoginKey; }
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set { _webLoginKey = value; }
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set { m_webLoginKey = value; }
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}
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}
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public string FirstName
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public string FirstName
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{
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{
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get { return _firstname; }
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get { return m_firstname; }
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set { _firstname = value; }
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set { m_firstname = value; }
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}
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}
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public string SurName
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public string SurName
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{
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{
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get { return _surname; }
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get { return m_surname; }
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set { _surname = value; }
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set { m_surname = value; }
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}
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}
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/// <value>
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/// <value>
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@ -206,184 +206,184 @@ namespace OpenSim.Framework
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/// </value>
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/// </value>
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public string Name
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public string Name
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{
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{
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get { return String.Format("{0} {1}", _firstname, _surname); }
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get { return String.Format("{0} {1}", m_firstname, m_surname); }
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}
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}
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public string Email
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public string Email
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{
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{
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get { return _email; }
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get { return m_email; }
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set { _email = value; }
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set { m_email = value; }
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}
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}
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public string PasswordHash
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public string PasswordHash
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{
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{
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get { return _passwordHash; }
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get { return m_passwordHash; }
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set { _passwordHash = value; }
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set { m_passwordHash = value; }
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}
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}
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public string PasswordSalt
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public string PasswordSalt
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{
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{
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get { return _passwordSalt; }
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get { return m_passwordSalt; }
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set { _passwordSalt = value; }
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set { m_passwordSalt = value; }
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}
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}
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public uint HomeRegionX
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public uint HomeRegionX
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{
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{
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get { return _homeRegionX; }
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get { return m_homeRegionX; }
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set { _homeRegionX = value; }
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set { m_homeRegionX = value; }
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}
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}
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public uint HomeRegionY
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public uint HomeRegionY
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{
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{
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get { return _homeRegionY; }
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get { return m_homeRegionY; }
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set { _homeRegionY = value; }
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set { m_homeRegionY = value; }
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}
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}
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public Vector3 HomeLocation
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public Vector3 HomeLocation
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{
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{
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get { return _homeLocation; }
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get { return m_homeLocation; }
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set { _homeLocation = value; }
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set { m_homeLocation = value; }
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}
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}
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// for handy serialization
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// for handy serialization
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public float HomeLocationX
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public float HomeLocationX
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{
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{
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get { return _homeLocation.X; }
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get { return m_homeLocation.X; }
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set { _homeLocation.X = value; }
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set { m_homeLocation.X = value; }
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}
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}
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public float HomeLocationY
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public float HomeLocationY
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{
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{
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get { return _homeLocation.Y; }
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get { return m_homeLocation.Y; }
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set { _homeLocation.Y = value; }
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set { m_homeLocation.Y = value; }
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}
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}
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public float HomeLocationZ
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public float HomeLocationZ
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{
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{
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get { return _homeLocation.Z; }
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get { return m_homeLocation.Z; }
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set { _homeLocation.Z = value; }
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set { m_homeLocation.Z = value; }
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}
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}
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public Vector3 HomeLookAt
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public Vector3 HomeLookAt
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{
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{
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get { return _homeLookAt; }
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get { return m_homeLookAt; }
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set { _homeLookAt = value; }
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set { m_homeLookAt = value; }
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}
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}
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// for handy serialization
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// for handy serialization
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public float HomeLookAtX
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public float HomeLookAtX
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{
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{
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get { return _homeLookAt.X; }
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get { return m_homeLookAt.X; }
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set { _homeLookAt.X = value; }
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set { m_homeLookAt.X = value; }
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}
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}
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public float HomeLookAtY
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public float HomeLookAtY
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{
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{
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get { return _homeLookAt.Y; }
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get { return m_homeLookAt.Y; }
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set { _homeLookAt.Y = value; }
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set { m_homeLookAt.Y = value; }
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}
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}
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public float HomeLookAtZ
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public float HomeLookAtZ
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{
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{
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get { return _homeLookAt.Z; }
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get { return m_homeLookAt.Z; }
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set { _homeLookAt.Z = value; }
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set { m_homeLookAt.Z = value; }
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}
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}
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public int Created
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public int Created
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{
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{
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get { return _created; }
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get { return m_created; }
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set { _created = value; }
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set { m_created = value; }
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}
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}
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public int LastLogin
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public int LastLogin
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{
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{
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get { return _lastLogin; }
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get { return m_lastLogin; }
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set { _lastLogin = value; }
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set { m_lastLogin = value; }
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}
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}
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public UUID RootInventoryFolderID
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public UUID RootInventoryFolderID
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{
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{
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get { return _rootInventoryFolderID; }
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get { return m_rootInventoryFolderId; }
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set { _rootInventoryFolderID = value; }
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set { m_rootInventoryFolderId = value; }
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}
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}
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public string UserInventoryURI
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public string UserInventoryURI
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{
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{
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get { return _userInventoryURI; }
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get { return m_userInventoryUri; }
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set { _userInventoryURI = value; }
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set { m_userInventoryUri = value; }
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}
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}
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public string UserAssetURI
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public string UserAssetURI
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{
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{
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get { return _userAssetURI; }
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get { return m_userAssetUri; }
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set { _userAssetURI = value; }
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set { m_userAssetUri = value; }
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}
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}
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public uint CanDoMask
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public uint CanDoMask
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{
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{
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get { return _profileCanDoMask; }
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get { return m_profileCanDoMask; }
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set { _profileCanDoMask = value; }
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set { m_profileCanDoMask = value; }
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}
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}
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public uint WantDoMask
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public uint WantDoMask
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{
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{
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get { return _profileWantDoMask; }
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get { return m_profileWantDoMask; }
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set { _profileWantDoMask = value; }
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set { m_profileWantDoMask = value; }
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}
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}
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public string AboutText
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public string AboutText
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{
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{
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get { return _profileAboutText; }
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get { return m_profileAboutText; }
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set { _profileAboutText = value; }
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set { m_profileAboutText = value; }
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}
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}
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public string FirstLifeAboutText
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public string FirstLifeAboutText
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{
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{
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get { return _profileFirstText; }
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get { return m_profileFirstText; }
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set { _profileFirstText = value; }
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set { m_profileFirstText = value; }
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}
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}
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public UUID Image
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public UUID Image
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{
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{
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get { return _profileImage; }
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get { return m_profileImage; }
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set { _profileImage = value; }
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set { m_profileImage = value; }
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}
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}
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public UUID FirstLifeImage
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public UUID FirstLifeImage
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{
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{
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get { return _profileFirstImage; }
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get { return m_profileFirstImage; }
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set { _profileFirstImage = value; }
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set { m_profileFirstImage = value; }
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}
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}
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public UserAgentData CurrentAgent
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public UserAgentData CurrentAgent
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{
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{
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get { return _currentAgent; }
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get { return m_currentAgent; }
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set { _currentAgent = value; }
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set { m_currentAgent = value; }
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}
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}
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public int UserFlags
|
public int UserFlags
|
||||||
{
|
{
|
||||||
get { return _userFlags; }
|
get { return m_userFlags; }
|
||||||
set { _userFlags = value; }
|
set { m_userFlags = value; }
|
||||||
}
|
}
|
||||||
|
|
||||||
public int GodLevel
|
public int GodLevel
|
||||||
{
|
{
|
||||||
get { return _godLevel; }
|
get { return m_godLevel; }
|
||||||
set { _godLevel = value; }
|
set { m_godLevel = value; }
|
||||||
}
|
}
|
||||||
|
|
||||||
public string CustomType
|
public string CustomType
|
||||||
{
|
{
|
||||||
get { return _customType; }
|
get { return m_customType; }
|
||||||
set { _customType = value; }
|
set { m_customType = value; }
|
||||||
}
|
}
|
||||||
|
|
||||||
public UUID Partner
|
public UUID Partner
|
||||||
{
|
{
|
||||||
get { return _partner; }
|
get { return m_partner; }
|
||||||
set { _partner = value; }
|
set { m_partner = value; }
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue