change fields to private so everyone will use properties

0.6.0-stable
Sean Dague 2008-07-16 15:18:13 +00:00
parent f3173735fa
commit d9523b4e1a
1 changed files with 44 additions and 44 deletions

View File

@ -78,56 +78,56 @@ namespace OpenSim.Framework
private byte[] m_textureEntry;
public ushort _pathBegin;
public byte _pathCurve;
public ushort _pathEnd;
public sbyte _pathRadiusOffset;
public byte _pathRevolutions;
public byte _pathScaleX;
public byte _pathScaleY;
public byte _pathShearX;
public byte _pathShearY;
public sbyte _pathSkew;
public sbyte _pathTaperX;
public sbyte _pathTaperY;
public sbyte _pathTwist;
public sbyte _pathTwistBegin;
public byte _pCode;
public ushort _profileBegin;
public ushort _profileEnd;
public ushort _profileHollow;
public LLVector3 _scale;
public byte _state;
public ProfileShape _profileShape;
public HollowShape _hollowShape;
private ushort _pathBegin;
private byte _pathCurve;
private ushort _pathEnd;
private sbyte _pathRadiusOffset;
private byte _pathRevolutions;
private byte _pathScaleX;
private byte _pathScaleY;
private byte _pathShearX;
private byte _pathShearY;
private sbyte _pathSkew;
private sbyte _pathTaperX;
private sbyte _pathTaperY;
private sbyte _pathTwist;
private sbyte _pathTwistBegin;
private byte _pCode;
private ushort _profileBegin;
private ushort _profileEnd;
private ushort _profileHollow;
private LLVector3 _scale;
private byte _state;
private ProfileShape _profileShape;
private HollowShape _hollowShape;
// Sculpted
[XmlIgnore] public LLUUID _sculptTexture = LLUUID.Zero;
[XmlIgnore] public byte _sculptType = (byte)0;
[XmlIgnore] public byte[] _sculptData = new byte[0];
[XmlIgnore] private LLUUID _sculptTexture = LLUUID.Zero;
[XmlIgnore] private byte _sculptType = (byte)0;
[XmlIgnore] private byte[] _sculptData = new byte[0];
// Flexi
[XmlIgnore] public int _flexiSoftness = 0;
[XmlIgnore] public float _flexiTension = 0f;
[XmlIgnore] public float _flexiDrag = 0f;
[XmlIgnore] public float _flexiGravity = 0f;
[XmlIgnore] public float _flexiWind = 0f;
[XmlIgnore] public float _flexiForceX = 0f;
[XmlIgnore] public float _flexiForceY = 0f;
[XmlIgnore] public float _flexiForceZ = 0f;
[XmlIgnore] private int _flexiSoftness = 0;
[XmlIgnore] private float _flexiTension = 0f;
[XmlIgnore] private float _flexiDrag = 0f;
[XmlIgnore] private float _flexiGravity = 0f;
[XmlIgnore] private float _flexiWind = 0f;
[XmlIgnore] private float _flexiForceX = 0f;
[XmlIgnore] private float _flexiForceY = 0f;
[XmlIgnore] private float _flexiForceZ = 0f;
//Bright n sparkly
[XmlIgnore] public float _lightColorR = 0f;
[XmlIgnore] public float _lightColorG = 0f;
[XmlIgnore] public float _lightColorB = 0f;
[XmlIgnore] public float _lightColorA = 1f;
[XmlIgnore] public float _lightRadius = 0f;
[XmlIgnore] public float _lightCutoff = 0f;
[XmlIgnore] public float _lightFalloff = 0f;
[XmlIgnore] public float _lightIntensity = 1f;
[XmlIgnore] public bool _flexiEntry = false;
[XmlIgnore] public bool _lightEntry = false;
[XmlIgnore] public bool _sculptEntry = false;
[XmlIgnore] private float _lightColorR = 0f;
[XmlIgnore] private float _lightColorG = 0f;
[XmlIgnore] private float _lightColorB = 0f;
[XmlIgnore] private float _lightColorA = 1f;
[XmlIgnore] private float _lightRadius = 0f;
[XmlIgnore] private float _lightCutoff = 0f;
[XmlIgnore] private float _lightFalloff = 0f;
[XmlIgnore] private float _lightIntensity = 1f;
[XmlIgnore] private bool _flexiEntry = false;
[XmlIgnore] private bool _lightEntry = false;
[XmlIgnore] private bool _sculptEntry = false;
public byte ProfileCurve
{