protected void consoleSetTerrainHeights(string module, string[] args) { string num = args[3]; string min = args[4]; string max = args[5]; int x = (args.Length > 6 ? int.Parse(args[6]) : -1); int y = (args.Length > 7 ? int.Parse(args[7]) : -1); if (x == -1 || m_module.Scene.RegionInfo.RegionLocX == x) { if (y == -1 || m_module.Scene.RegionInfo.RegionLocY == y) { int corner = int.Parse(num); float lowValue = float.Parse(min, Culture.NumberFormatInfo); float highValue = float.Parse(max, Culture.NumberFormatInfo); m_log.Debug("[ESTATEMODULE]: Setting terrain heights " + m_module.Scene.RegionInfo.RegionName + string.Format(" (C{0}, {1}-{2}", corner, lowValue, highValue)); switch (corner) { case -1: m_module.Scene.RegionInfo.RegionSettings.Elevation1SW = lowValue; m_module.Scene.RegionInfo.RegionSettings.Elevation2SW = highValue; m_module.Scene.RegionInfo.RegionSettings.Elevation1NW = lowValue; m_module.Scene.RegionInfo.RegionSettings.Elevation2NW = highValue; m_module.Scene.RegionInfo.RegionSettings.Elevation1SE = lowValue; m_module.Scene.RegionInfo.RegionSettings.Elevation2SE = highValue; m_module.Scene.RegionInfo.RegionSettings.Elevation1NE = lowValue; m_module.Scene.RegionInfo.RegionSettings.Elevation2NE = highValue; break; case 0: m_module.Scene.RegionInfo.RegionSettings.Elevation1SW = lowValue; m_module.Scene.RegionInfo.RegionSettings.Elevation2SW = highValue; break; case 1: m_module.Scene.RegionInfo.RegionSettings.Elevation1NW = lowValue; m_module.Scene.RegionInfo.RegionSettings.Elevation2NW = highValue; break; case 2: m_module.Scene.RegionInfo.RegionSettings.Elevation1SE = lowValue; m_module.Scene.RegionInfo.RegionSettings.Elevation2SE = highValue; break; case 3: m_module.Scene.RegionInfo.RegionSettings.Elevation1NE = lowValue; m_module.Scene.RegionInfo.RegionSettings.Elevation2NE = highValue; break; } m_module.Scene.RegionInfo.RegionSettings.Save(); m_module.TriggerRegionInfoChange(); m_module.sendRegionHandshakeToAll(); } } }
protected void consoleSetTerrainTexture(string module, string[] args) { string num = args[3]; string uuid = args[4]; int x = (args.Length > 5 ? int.Parse(args[5]) : -1); int y = (args.Length > 6 ? int.Parse(args[6]) : -1); if (x == -1 || m_module.Scene.RegionInfo.RegionLocX == x) { if (y == -1 || m_module.Scene.RegionInfo.RegionLocY == y) { int corner = int.Parse(num); UUID texture = UUID.Parse(uuid); m_log.Debug("[ESTATEMODULE]: Setting terrain textures for " + m_module.Scene.RegionInfo.RegionName + string.Format(" (C#{0} = {1})", corner, texture)); switch (corner) { case 0: m_module.Scene.RegionInfo.RegionSettings.TerrainTexture1 = texture; break; case 1: m_module.Scene.RegionInfo.RegionSettings.TerrainTexture2 = texture; break; case 2: m_module.Scene.RegionInfo.RegionSettings.TerrainTexture3 = texture; break; case 3: m_module.Scene.RegionInfo.RegionSettings.TerrainTexture4 = texture; break; } m_module.Scene.RegionInfo.RegionSettings.Save(); m_module.TriggerRegionInfoChange(); m_module.sendRegionHandshakeToAll(); } } }