* Make public variables properties instead, as there is a difference0.6.5-rc1
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edce6febcc
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@ -38,12 +38,12 @@ namespace OpenSim.Framework
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/// <value>
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/// <value>
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/// The inventory type of the item. This is slightly different from the asset type in some situations.
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/// The inventory type of the item. This is slightly different from the asset type in some situations.
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/// </value>
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/// </value>
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public int InvType;
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public int InvType { get; set; }
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/// <value>
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/// <value>
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/// The folder this item is contained in
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/// The folder this item is contained in
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/// </value>
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/// </value>
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public UUID Folder;
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public UUID Folder { get; set; }
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/// <value>
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/// <value>
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/// The creator of this item
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/// The creator of this item
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@ -84,73 +84,79 @@ namespace OpenSim.Framework
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/// <value>
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/// <value>
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/// The description of the inventory item (must be less than 64 characters)
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/// The description of the inventory item (must be less than 64 characters)
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/// </value>
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/// </value>
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public string Description = String.Empty;
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public string Description { get; set; }
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/// <value>
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/// <value>
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///
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///
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/// </value>
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/// </value>
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public uint NextPermissions;
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public uint NextPermissions { get; set; }
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/// <value>
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/// <value>
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/// A mask containing permissions for the current owner (cannot be enforced)
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/// A mask containing permissions for the current owner (cannot be enforced)
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/// </value>
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/// </value>
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public uint CurrentPermissions;
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public uint CurrentPermissions { get; set; }
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/// <value>
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/// <value>
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///
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///
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/// </value>
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/// </value>
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public uint BasePermissions;
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public uint BasePermissions { get; set; }
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/// <value>
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/// <value>
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///
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///
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/// </value>
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/// </value>
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public uint EveryOnePermissions;
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public uint EveryOnePermissions { get; set; }
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/// <value>
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/// <value>
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///
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///
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/// </value>
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/// </value>
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public uint GroupPermissions;
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public uint GroupPermissions { get; set; }
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/// <value>
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/// <value>
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/// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
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/// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
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/// </value>
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/// </value>
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public int AssetType;
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public int AssetType { get; set; }
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/// <value>
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/// <value>
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/// The UUID of the associated asset on the asset server
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/// The UUID of the associated asset on the asset server
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/// </value>
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/// </value>
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public UUID AssetID;
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public UUID AssetID { get; set; }
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/// <value>
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/// <value>
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///
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///
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/// </value>
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/// </value>
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public UUID GroupID;
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public UUID GroupID { get; set; }
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/// <value>
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/// <value>
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///
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///
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/// </value>
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/// </value>
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public bool GroupOwned;
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public bool GroupOwned { get; set; }
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/// <value>
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/// <value>
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///
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///
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/// </value>
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/// </value>
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public int SalePrice;
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public int SalePrice { get; set; }
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/// <value>
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/// <value>
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///
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///
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/// </value>
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/// </value>
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public byte SaleType;
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public byte SaleType { get; set; }
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/// <value>
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/// <value>
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///
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///
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/// </value>
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/// </value>
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public uint Flags;
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public uint Flags { get; set; }
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/// <value>
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/// <value>
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///
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///
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/// </value>
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/// </value>
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public int CreationDate = (int)(DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
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public int CreationDate { get; set; }
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public InventoryItemBase()
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{
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Description = String.Empty;
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CreationDate = (int)(DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
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}
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public object Clone()
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public object Clone()
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{
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{
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return MemberwiseClone();
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return MemberwiseClone();
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