* Make public variables properties instead, as there is a difference
0.6.5-rc1
Justin Clarke Casey 2009-05-05 15:23:44 +00:00
parent edce6febcc
commit b6ae8b7ba7
1 changed files with 22 additions and 16 deletions

View File

@ -38,12 +38,12 @@ namespace OpenSim.Framework
/// <value> /// <value>
/// The inventory type of the item. This is slightly different from the asset type in some situations. /// The inventory type of the item. This is slightly different from the asset type in some situations.
/// </value> /// </value>
public int InvType; public int InvType { get; set; }
/// <value> /// <value>
/// The folder this item is contained in /// The folder this item is contained in
/// </value> /// </value>
public UUID Folder; public UUID Folder { get; set; }
/// <value> /// <value>
/// The creator of this item /// The creator of this item
@ -84,72 +84,78 @@ namespace OpenSim.Framework
/// <value> /// <value>
/// The description of the inventory item (must be less than 64 characters) /// The description of the inventory item (must be less than 64 characters)
/// </value> /// </value>
public string Description = String.Empty; public string Description { get; set; }
/// <value> /// <value>
/// ///
/// </value> /// </value>
public uint NextPermissions; public uint NextPermissions { get; set; }
/// <value> /// <value>
/// A mask containing permissions for the current owner (cannot be enforced) /// A mask containing permissions for the current owner (cannot be enforced)
/// </value> /// </value>
public uint CurrentPermissions; public uint CurrentPermissions { get; set; }
/// <value> /// <value>
/// ///
/// </value> /// </value>
public uint BasePermissions; public uint BasePermissions { get; set; }
/// <value> /// <value>
/// ///
/// </value> /// </value>
public uint EveryOnePermissions; public uint EveryOnePermissions { get; set; }
/// <value> /// <value>
/// ///
/// </value> /// </value>
public uint GroupPermissions; public uint GroupPermissions { get; set; }
/// <value> /// <value>
/// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc) /// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
/// </value> /// </value>
public int AssetType; public int AssetType { get; set; }
/// <value> /// <value>
/// The UUID of the associated asset on the asset server /// The UUID of the associated asset on the asset server
/// </value> /// </value>
public UUID AssetID; public UUID AssetID { get; set; }
/// <value> /// <value>
/// ///
/// </value> /// </value>
public UUID GroupID; public UUID GroupID { get; set; }
/// <value> /// <value>
/// ///
/// </value> /// </value>
public bool GroupOwned; public bool GroupOwned { get; set; }
/// <value> /// <value>
/// ///
/// </value> /// </value>
public int SalePrice; public int SalePrice { get; set; }
/// <value> /// <value>
/// ///
/// </value> /// </value>
public byte SaleType; public byte SaleType { get; set; }
/// <value> /// <value>
/// ///
/// </value> /// </value>
public uint Flags; public uint Flags { get; set; }
/// <value> /// <value>
/// ///
/// </value> /// </value>
public int CreationDate = (int)(DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds; public int CreationDate { get; set; }
public InventoryItemBase()
{
Description = String.Empty;
CreationDate = (int)(DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
}
public object Clone() public object Clone()
{ {