Inheritance: System.EventArgs
コード例 #1
0
        public void FireAttachmentCollisionEvents(EventArgs e)
        {
            CollisionEventUpdate a = (CollisionEventUpdate) e;
            Dictionary<uint, ContactPoint> collissionswith = a.GetCollisionEvents();
            List<uint> thisHitColliders = new List<uint>();
            List<uint> startedColliders = new List<uint>();

            // calculate things that started colliding this time
            // and build up list of colliders this time
            foreach (uint localid in collissionswith.Keys)
            {
                thisHitColliders.Add(localid);
                if (!m_lastColliders.Contains(localid))
                {
                    startedColliders.Add(localid);
                }
                //MainConsole.Instance.Debug("[OBJECT]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
            }

            // calculate things that ended colliding
            List<uint> endedColliders = m_lastColliders.Where(localID => !thisHitColliders.Contains(localID)).ToList();

            //add the items that started colliding this time to the last colliders list.
            foreach (uint localID in startedColliders)
            {
                m_lastColliders.Add(localID);
            }
            // remove things that ended colliding from the last colliders list
            foreach (uint localID in endedColliders)
            {
                m_lastColliders.Remove(localID);
            }

            if (IsDeleted)
                return;

            // play the sound.
            if (startedColliders.Count > 0 && RootPart.CollisionSound != UUID.Zero &&
                RootPart.CollisionSoundVolume > 0.0f)
            {
                RootPart.SendSound(RootPart.CollisionSound.ToString(), RootPart.CollisionSoundVolume, true, 0, 0);
            }
            if (RootPart.CollisionSprite != UUID.Zero && RootPart.CollisionSoundVolume > 0.0f)
                // The collision volume isn't a mistake, its an SL feature/bug
            {
                // TODO: make a sprite!
            }

            if ((RootPart.ScriptEvents & scriptEvents.collision_start) != 0)
            {
                // do event notification
                if (startedColliders.Count > 0)
                {
                    ColliderArgs StartCollidingMessage = new ColliderArgs();
                    List<DetectedObject> colliding = new List<DetectedObject>();
                    foreach (uint localId in startedColliders)
                    {
                        if (localId != 0)
                        {
                            if (Scene == null)
                                return;

                            ISceneChildEntity obj = Scene.GetSceneObjectPart(localId);
                            string data = "";
                            if (obj != null)
                            {
                                if (RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) ||
                                    RootPart.CollisionFilter.ContainsValue(obj.Name))
                                {
                                    bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                    //If it is 1, it is to accept ONLY collisions from this object
                                    if (found)
                                    {
                                        DetectedObject detobj = new DetectedObject
                                                                    {
                                                                        keyUUID = obj.UUID,
                                                                        nameStr = obj.Name,
                                                                        ownerUUID = obj.OwnerID,
                                                                        posVector = obj.AbsolutePosition,
                                                                        rotQuat = obj.GetWorldRotation(),
                                                                        velVector = obj.Velocity,
                                                                        colliderType = 0,
                                                                        groupUUID = obj.GroupID
                                                                    };
                                        colliding.Add(detobj);
                                    }
                                    //If it is 0, it is to not accept collisions from this object
                                }
                                else
                                {
                                    bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                    //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work
                                    if (!found)
                                    {
                                        DetectedObject detobj = new DetectedObject
                                                                    {
                                                                        keyUUID = obj.UUID,
                                                                        nameStr = obj.Name,
                                                                        ownerUUID = obj.OwnerID,
                                                                        posVector = obj.AbsolutePosition,
                                                                        rotQuat = obj.GetWorldRotation(),
                                                                        velVector = obj.Velocity,
                                                                        colliderType = 0,
                                                                        groupUUID = obj.GroupID
                                                                    };
                                        colliding.Add(detobj);
                                    }
                                }
                            }
                            else
                            {
                                IScenePresence av = Scene.GetScenePresence(localId);
                                if (av.LocalId == localId)
                                {
                                    if (RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) ||
                                        RootPart.CollisionFilter.ContainsValue(av.Name))
                                    {
                                        bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                        //If it is 1, it is to accept ONLY collisions from this avatar
                                        if (found)
                                        {
                                            DetectedObject detobj = new DetectedObject
                                                                        {
                                                                            keyUUID = av.UUID,
                                                                            nameStr = av.ControllingClient.Name,
                                                                            ownerUUID = av.UUID,
                                                                            posVector = av.AbsolutePosition,
                                                                            rotQuat = av.Rotation,
                                                                            velVector = av.Velocity,
                                                                            colliderType = 0,
                                                                            groupUUID =
                                                                                av.ControllingClient.ActiveGroupId
                                                                        };
                                            colliding.Add(detobj);
                                        }
                                        //If it is 0, it is to not accept collisions from this avatar
                                    }
                                    else
                                    {
                                        bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                        //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work
                                        if (!found)
                                        {
                                            DetectedObject detobj = new DetectedObject
                                                                        {
                                                                            keyUUID = av.UUID,
                                                                            nameStr = av.ControllingClient.Name,
                                                                            ownerUUID = av.UUID,
                                                                            posVector = av.AbsolutePosition,
                                                                            rotQuat = av.Rotation,
                                                                            velVector = av.Velocity,
                                                                            colliderType = 0,
                                                                            groupUUID =
                                                                                av.ControllingClient.ActiveGroupId
                                                                        };
                                            colliding.Add(detobj);
                                        }
                                    }
                                }
                            }
                        }
                    }
                    if (colliding.Count > 0)
                    {
                        StartCollidingMessage.Colliders = colliding;
                        // always running this check because if the user deletes the object it would return a null reference.

                        if (Scene == null)
                            return;
                        Scene.EventManager.TriggerScriptCollidingStart(RootPart, StartCollidingMessage);
                    }
                }
            }

            if ((RootPart.ScriptEvents & scriptEvents.collision) != 0)
            {
                if (m_lastColliders.Count > 0)
                {
                    ColliderArgs CollidingMessage = new ColliderArgs();
                    List<DetectedObject> colliding = new List<DetectedObject>();
                    foreach (uint localId in m_lastColliders)
                    {
                        if (localId != 0)
                        {
                            if (Scene == null)
                                return;

                            ISceneChildEntity obj = Scene.GetSceneObjectPart(localId);
                            string data = "";
                            if (obj != null)
                            {
                                if (RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) ||
                                    RootPart.CollisionFilter.ContainsValue(obj.Name))
                                {
                                    bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                    //If it is 1, it is to accept ONLY collisions from this object
                                    if (found)
                                    {
                                        DetectedObject detobj = new DetectedObject
                                                                    {
                                                                        keyUUID = obj.UUID,
                                                                        nameStr = obj.Name,
                                                                        ownerUUID = obj.OwnerID,
                                                                        posVector = obj.AbsolutePosition,
                                                                        rotQuat = obj.GetWorldRotation(),
                                                                        velVector = obj.Velocity,
                                                                        colliderType = 0,
                                                                        groupUUID = obj.GroupID
                                                                    };
                                        colliding.Add(detobj);
                                    }
                                    //If it is 0, it is to not accept collisions from this object
                                }
                                else
                                {
                                    bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                    //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work
                                    if (!found)
                                    {
                                        DetectedObject detobj = new DetectedObject
                                                                    {
                                                                        keyUUID = obj.UUID,
                                                                        nameStr = obj.Name,
                                                                        ownerUUID = obj.OwnerID,
                                                                        posVector = obj.AbsolutePosition,
                                                                        rotQuat = obj.GetWorldRotation(),
                                                                        velVector = obj.Velocity,
                                                                        colliderType = 0,
                                                                        groupUUID = obj.GroupID
                                                                    };
                                        colliding.Add(detobj);
                                    }
                                }
                            }
                            else
                            {
                                IScenePresence av = Scene.GetScenePresence(localId);
                                if (av != null && av.LocalId == localId)
                                {
                                    if (RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) ||
                                        RootPart.CollisionFilter.ContainsValue(av.Name))
                                    {
                                        bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                        //If it is 1, it is to accept ONLY collisions from this avatar
                                        if (found)
                                        {
                                            DetectedObject detobj = new DetectedObject
                                                                        {
                                                                            keyUUID = av.UUID,
                                                                            nameStr = av.ControllingClient.Name,
                                                                            ownerUUID = av.UUID,
                                                                            posVector = av.AbsolutePosition,
                                                                            rotQuat = av.Rotation,
                                                                            velVector = av.Velocity,
                                                                            colliderType = 0,
                                                                            groupUUID =
                                                                                av.ControllingClient.ActiveGroupId
                                                                        };
                                            colliding.Add(detobj);
                                        }
                                        //If it is 0, it is to not accept collisions from this avatar
                                    }
                                    else
                                    {
                                        bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                        //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work
                                        if (!found)
                                        {
                                            DetectedObject detobj = new DetectedObject
                                                                        {
                                                                            keyUUID = av.UUID,
                                                                            nameStr = av.ControllingClient.Name,
                                                                            ownerUUID = av.UUID,
                                                                            posVector = av.AbsolutePosition,
                                                                            rotQuat = av.Rotation,
                                                                            velVector = av.Velocity,
                                                                            colliderType = 0,
                                                                            groupUUID =
                                                                                av.ControllingClient.ActiveGroupId
                                                                        };
                                            colliding.Add(detobj);
                                        }
                                    }
                                }
                            }
                        }
                    }
                    if (colliding.Count > 0)
                    {
                        CollidingMessage.Colliders = colliding;

                        if (Scene == null)
                            return;

                        Scene.EventManager.TriggerScriptColliding(RootPart, CollidingMessage);
                    }
                }
            }

            if ((RootPart.ScriptEvents & scriptEvents.collision_end) != 0)
            {
                if (endedColliders.Count > 0)
                {
                    ColliderArgs EndCollidingMessage = new ColliderArgs();
                    List<DetectedObject> colliding = new List<DetectedObject>();
                    foreach (uint localId in endedColliders)
                    {
                        if (localId != 0)
                        {
                            // always running this check because if the user deletes the object it would return a null reference.
                            if (Scene == null)
                                return;
                            ISceneChildEntity obj = Scene.GetSceneObjectPart(localId);
                            string data = "";
                            if (obj != null)
                            {
                                if (RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) ||
                                    RootPart.CollisionFilter.ContainsValue(obj.Name))
                                {
                                    bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                    //If it is 1, it is to accept ONLY collisions from this object
                                    if (found)
                                    {
                                        DetectedObject detobj = new DetectedObject
                                                                    {
                                                                        keyUUID = obj.UUID,
                                                                        nameStr = obj.Name,
                                                                        ownerUUID = obj.OwnerID,
                                                                        posVector = obj.AbsolutePosition,
                                                                        rotQuat = obj.GetWorldRotation(),
                                                                        velVector = obj.Velocity,
                                                                        colliderType = 0,
                                                                        groupUUID = obj.GroupID
                                                                    };
                                        colliding.Add(detobj);
                                    }
                                    //If it is 0, it is to not accept collisions from this object
                                }
                                else
                                {
                                    bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                    //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work
                                    if (!found)
                                    {
                                        DetectedObject detobj = new DetectedObject
                                                                    {
                                                                        keyUUID = obj.UUID,
                                                                        nameStr = obj.Name,
                                                                        ownerUUID = obj.OwnerID,
                                                                        posVector = obj.AbsolutePosition,
                                                                        rotQuat = obj.GetWorldRotation(),
                                                                        velVector = obj.Velocity,
                                                                        colliderType = 0,
                                                                        groupUUID = obj.GroupID
                                                                    };
                                        colliding.Add(detobj);
                                    }
                                }
                            }
                            else
                            {
                                IScenePresence av = Scene.GetScenePresence(localId);
                                if (av != null && av.LocalId == localId)
                                {
                                    if (RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) ||
                                        RootPart.CollisionFilter.ContainsValue(av.Name))
                                    {
                                        bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                        //If it is 1, it is to accept ONLY collisions from this avatar
                                        if (found)
                                        {
                                            DetectedObject detobj = new DetectedObject
                                                                        {
                                                                            keyUUID = av.UUID,
                                                                            nameStr = av.ControllingClient.Name,
                                                                            ownerUUID = av.UUID,
                                                                            posVector = av.AbsolutePosition,
                                                                            rotQuat = av.Rotation,
                                                                            velVector = av.Velocity,
                                                                            colliderType = 0,
                                                                            groupUUID =
                                                                                av.ControllingClient.ActiveGroupId
                                                                        };
                                            colliding.Add(detobj);
                                        }
                                        //If it is 0, it is to not accept collisions from this avatar
                                    }
                                    else
                                    {
                                        bool found = RootPart.CollisionFilter.TryGetValue(1, out data);
                                        //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work
                                        if (!found)
                                        {
                                            DetectedObject detobj = new DetectedObject
                                                                        {
                                                                            keyUUID = av.UUID,
                                                                            nameStr = av.ControllingClient.Name,
                                                                            ownerUUID = av.UUID,
                                                                            posVector = av.AbsolutePosition,
                                                                            rotQuat = av.Rotation,
                                                                            velVector = av.Velocity,
                                                                            colliderType = 0,
                                                                            groupUUID =
                                                                                av.ControllingClient.ActiveGroupId
                                                                        };
                                            colliding.Add(detobj);
                                        }
                                    }
                                }
                            }
                        }
                    }

                    if (colliding.Count > 0)
                    {
                        EndCollidingMessage.Colliders = colliding;
                        if (Scene == null)
                            return;

                        Scene.EventManager.TriggerScriptCollidingEnd(RootPart, EndCollidingMessage);
                    }
                }
            }
            if ((RootPart.ScriptEvents & scriptEvents.land_collision_start) != 0)
            {
                if (startedColliders.Count > 0)
                {
                    ColliderArgs LandStartCollidingMessage = new ColliderArgs();
                    List<DetectedObject> colliding = (from localId in startedColliders
                                                      where localId == 0
                                                      select new DetectedObject
                                                                 {
                                                                     keyUUID = UUID.Zero,
                                                                     nameStr = "",
                                                                     ownerUUID = UUID.Zero,
                                                                     posVector = RootPart.AbsolutePosition,
                                                                     rotQuat = Quaternion.Identity,
                                                                     velVector = Vector3.Zero,
                                                                     colliderType = 0,
                                                                     groupUUID = UUID.Zero
                                                                 }).ToList();

                    if (colliding.Count > 0)
                    {
                        LandStartCollidingMessage.Colliders = colliding;
                        if (Scene == null)
                            return;

                        Scene.EventManager.TriggerScriptLandCollidingStart(RootPart, LandStartCollidingMessage);
                    }
                }
            }
            if ((RootPart.ScriptEvents & scriptEvents.land_collision) != 0)
            {
                if (m_lastColliders.Count > 0)
                {
                    ColliderArgs LandCollidingMessage = new ColliderArgs();
                    List<DetectedObject> colliding = (from localId in startedColliders
                                                      where localId == 0
                                                      select new DetectedObject
                                                                 {
                                                                     keyUUID = UUID.Zero,
                                                                     nameStr = "",
                                                                     ownerUUID = UUID.Zero,
                                                                     posVector = RootPart.AbsolutePosition,
                                                                     rotQuat = Quaternion.Identity,
                                                                     velVector = Vector3.Zero,
                                                                     colliderType = 0,
                                                                     groupUUID = UUID.Zero
                                                                 }).ToList();

                    if (colliding.Count > 0)
                    {
                        LandCollidingMessage.Colliders = colliding;
                        if (Scene == null)
                            return;

                        Scene.EventManager.TriggerScriptLandColliding(RootPart, LandCollidingMessage);
                    }
                }
            }
            if ((RootPart.ScriptEvents & scriptEvents.land_collision_end) != 0)
            {
                if (endedColliders.Count > 0)
                {
                    ColliderArgs LandEndCollidingMessage = new ColliderArgs();
                    List<DetectedObject> colliding = (from localId in startedColliders
                                                      where localId == 0
                                                      select new DetectedObject
                                                                 {
                                                                     keyUUID = UUID.Zero,
                                                                     nameStr = "",
                                                                     ownerUUID = UUID.Zero,
                                                                     posVector = RootPart.AbsolutePosition,
                                                                     rotQuat = Quaternion.Identity,
                                                                     velVector = Vector3.Zero,
                                                                     colliderType = 0,
                                                                     groupUUID = UUID.Zero
                                                                 }).ToList();

                    if (colliding.Count > 0)
                    {
                        LandEndCollidingMessage.Colliders = colliding;
                        // always running this check because if the user deletes the object it would return a null reference.

                        if (Scene == null)
                            return;

                        Scene.EventManager.TriggerScriptLandCollidingEnd(RootPart, LandEndCollidingMessage);
                    }
                }
            }
        }
コード例 #2
0
        public void land_collision_end(ISceneChildEntity part, ColliderArgs col)
        {
            List<DetectParams> det = new List<DetectParams>();

            foreach (DetectParams d in col.Colliders.Select(detobj => new DetectParams
                                                                          {
                                                                              Position =
                                                                                  new LSL_Types.Vector3(
                                                                                  detobj.posVector.X,
                                                                                  detobj.posVector.Y,
                                                                                  detobj.posVector.Z),
                                                                              Key = detobj.keyUUID
                                                                          }))
            {
                d.Populate(part.ParentEntity.Scene);
                d.LinkNum = part.LinkNum;
                det.Add(d);
            }

            if (det.Count != 0)
            {
                ScriptData[] datas = ScriptEngine.ScriptProtection.GetScripts(part.UUID);

                if (datas == null || datas.Length == 0)
                {
                    //datas = ScriptEngine.ScriptProtection.GetScripts(part.ParentGroup.RootPart.UUID);
                    //if (datas == null || datas.Length == 0)
                    return;
                }
                string functionName = "land_collision_end";
                object[] param = {new LSL_Types.Vector3(det[0].Position)};

                foreach (ScriptData ID in datas)
                {
                    m_scriptEngine.AddToScriptQueue(ID, functionName, det.ToArray(),
                                                    EventPriority.FirstStart, param);
                }
            }
        }
コード例 #3
0
        public void collision(ISceneChildEntity part, ColliderArgs col)
        {
            // Add to queue for all scripts in ObjectID object
            List<DetectParams> det = new List<DetectParams>();

            foreach (DetectParams d in col.Colliders.Select(detobj => new DetectParams {Key = detobj.keyUUID}))
            {
                d.Populate(part.ParentEntity.Scene);
                d.LinkNum = part.LinkNum;
                det.Add(d);
            }

            if (det.Count > 0)
            {
                ScriptData[] datas = ScriptEngine.ScriptProtection.GetScripts(part.UUID);

                if (datas == null || datas.Length == 0)
                {
                    //datas = ScriptEngine.ScriptProtection.GetScripts(part.ParentGroup.RootPart.UUID);
                    //if (datas == null || datas.Length == 0)
                    return;
                }
                string functionName = "collision";
                object[] param = {new LSL_Types.LSLInteger(det.Count)};

                foreach (ScriptData ID in datas)
                {
                    m_scriptEngine.AddToScriptQueue(ID, functionName, det.ToArray(),
                                                    EventPriority.FirstStart, param);
                }
            }
        }
コード例 #4
0
 public void TriggerScriptLandCollidingStart(ISceneChildEntity part, ColliderArgs colliders)
 {
     ScriptColliding handlerLandCollidingStart = OnScriptLandColliderStart;
     if (handlerLandCollidingStart != null)
     {
         foreach (ScriptColliding d in handlerLandCollidingStart.GetInvocationList())
         {
             try
             {
                 d(part, colliders);
             }
             catch (Exception e)
             {
                 MainConsole.Instance.ErrorFormat(
                     "[EVENT MANAGER]: Delegate for TriggerScriptLandCollidingStart failed - continuing.  {0} {1}",
                     e, e.StackTrace);
             }
         }
     }
 }
コード例 #5
0
 public void TriggerScriptCollidingEnd(ISceneChildEntity part, ColliderArgs colliders)
 {
     ScriptColliding handlerCollidingEnd = OnScriptCollidingEnd;
     if (handlerCollidingEnd != null)
     {
         foreach (ScriptColliding d in handlerCollidingEnd.GetInvocationList())
         {
             try
             {
                 d(part, colliders);
             }
             catch (Exception e)
             {
                 MainConsole.Instance.ErrorFormat("[Event Manager]: Delegate for TriggerScriptCollidingEnd failed - continuing.  {0} {1}", e, e.StackTrace);
             }
         }
     }
 }
コード例 #6
0
        public void PhysicsCollision(EventArgs e)
        {
            // single threaded here
            if (e == null)
                return;

            CollisionEventUpdate a = (CollisionEventUpdate) e;
            Dictionary<uint, ContactPoint> collissionswith = a.GetCollisionEvents();
            List<uint> thisHitColliders = new List<uint>();
            List<uint> startedColliders = new List<uint>();
            ContactPoint startedCollider = new ContactPoint();

            // calculate things that started colliding this time
            // and build up list of colliders this time
            foreach (uint localID in collissionswith.Keys)
            {
                thisHitColliders.Add(localID);
                if (!m_lastColliders.Contains(localID))
                {
                    startedCollider = collissionswith[localID];
                    startedColliders.Add(localID);
                }
                //MainConsole.Instance.Debug("[OBJECT]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
            }

            // calculate things that ended colliding
            List<uint> endedColliders = m_lastColliders.Where(localID => !thisHitColliders.Contains(localID)).ToList();

            //add the items that started colliding this time to the last colliders list.
            m_lastColliders.AddRange(startedColliders);
            // remove things that ended colliding from the last colliders list
            foreach (uint localID in endedColliders)
                m_lastColliders.Remove(localID);

            if (m_parentGroup == null)
                return;
            if (m_parentGroup.IsDeleted)
                return;

            const string SoundGlassCollision = "6a45ba0b-5775-4ea8-8513-26008a17f873";
            const string SoundMetalCollision = "9e5c1297-6eed-40c0-825a-d9bcd86e3193";
            const string SoundStoneCollision = "9538f37c-456e-4047-81be-6435045608d4";
            const string SoundFleshCollision = "dce5fdd4-afe4-4ea1-822f-dd52cac46b08";
            const string SoundPlasticCollision = "0e24a717-b97e-4b77-9c94-b59a5a88b2da";
            const string SoundRubberCollision = "153c8bf7-fb89-4d89-b263-47e58b1b4774";
            const string SoundWoodCollision = "063c97d3-033a-4e9b-98d8-05c8074922cb";

            // play the sound.
            if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f)
            {
                SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, 0, 0);
            }
            else if (startedColliders.Count > 0)
            {
                switch (startedCollider.Type)
                {
                    case ActorTypes.Agent:
                        break; // Agents will play the sound so we don't

                    case ActorTypes.Ground:
                        SendSound(SoundWoodCollision, 1, true, 0, 0);
                        break; //Always play the click or thump sound when hitting ground

                    case ActorTypes.Prim:
                        switch (Material)
                        {
                            case (int) OpenMetaverse.Material.Flesh:
                                SendSound(SoundFleshCollision, 1, true, 0, 0);
                                break;
                            case (int) OpenMetaverse.Material.Glass:
                                SendSound(SoundGlassCollision, 1, true, 0, 0);
                                break;
                            case (int) OpenMetaverse.Material.Metal:
                                SendSound(SoundMetalCollision, 1, true, 0, 0);
                                break;
                            case (int) OpenMetaverse.Material.Plastic:
                                SendSound(SoundPlasticCollision, 1, true, 0, 0);
                                break;
                            case (int) OpenMetaverse.Material.Rubber:
                                SendSound(SoundRubberCollision, 1, true, 0, 0);
                                break;
                            case (int) OpenMetaverse.Material.Stone:
                                SendSound(SoundStoneCollision, 1, true, 0, 0);
                                break;
                            case (int) OpenMetaverse.Material.Wood:
                                SendSound(SoundWoodCollision, 1, true, 0, 0);
                                break;
                        }
                        break; //Play based on material type in prim2prim collisions

                    default:
                        break; //Unclear of what this object is, no sounds
                }
            }
            if (CollisionSprite != UUID.Zero && CollisionSoundVolume > 0.0f)
                // The collision volume isn't a mistake, its an SL feature/bug
            {
                // TODO: make a sprite!
            }
            if (((AggregateScriptEvents & scriptEvents.collision) != 0) ||
                ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
                ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
                ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
                ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
                ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
                (CollisionSound != UUID.Zero) ||
                PassCollisions != 2)
            {
                if ((AggregateScriptEvents & scriptEvents.collision_start) != 0 ||
                    (AggregateScriptEvents & scriptEvents.collision) != 0)
                {
                    // do event notification
                    if (startedColliders.Count > 0)
                    {
                        ColliderArgs StartCollidingMessage = new ColliderArgs();
                        List<DetectedObject> colliding = new List<DetectedObject>();
                        foreach (uint localId in startedColliders)
                        {
                            if (localId != 0)
                            {
                                // always running this check because if the user deletes the object it would return a null reference.
                                if (m_parentGroup == null)
                                    return;

                                if (m_parentGroup.Scene == null)
                                    return;

                                ISceneChildEntity obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
                                string data = "";
                                if (obj != null)
                                {
                                    if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) ||
                                        m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name))
                                    {
                                        bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                        //If it is 1, it is to accept ONLY collisions from this object
                                        if (found)
                                        {
                                            DetectedObject detobj = new DetectedObject
                                                                        {
                                                                            keyUUID = obj.UUID,
                                                                            nameStr = obj.Name,
                                                                            ownerUUID = obj.OwnerID,
                                                                            posVector = obj.AbsolutePosition,
                                                                            rotQuat = obj.GetWorldRotation(),
                                                                            velVector = obj.Velocity,
                                                                            colliderType = 0,
                                                                            groupUUID = obj.GroupID
                                                                        };
                                            colliding.Add(detobj);
                                        }
                                            //If it is 0, it is to not accept collisions from this object
                                        else
                                        {
                                        }
                                    }
                                    else
                                    {
                                        bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                        //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work
                                        if (!found)
                                        {
                                            DetectedObject detobj = new DetectedObject
                                                                        {
                                                                            keyUUID = obj.UUID,
                                                                            nameStr = obj.Name,
                                                                            ownerUUID = obj.OwnerID,
                                                                            posVector = obj.AbsolutePosition,
                                                                            rotQuat = obj.GetWorldRotation(),
                                                                            velVector = obj.Velocity,
                                                                            colliderType = 0,
                                                                            groupUUID = obj.GroupID
                                                                        };
                                            colliding.Add(detobj);
                                        }
                                    }
                                }
                                else
                                {
                                    IScenePresence av = ParentGroup.Scene.GetScenePresence(localId);
                                    if (av != null)
                                    {
                                        if (av.LocalId == localId)
                                        {
                                            if (
                                                m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) ||
                                                m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name))
                                            {
                                                bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,
                                                                                                                out data);
                                                //If it is 1, it is to accept ONLY collisions from this avatar
                                                if (found)
                                                {
                                                    DetectedObject detobj = new DetectedObject
                                                                                {
                                                                                    keyUUID = av.UUID,
                                                                                    nameStr = av.ControllingClient.Name,
                                                                                    ownerUUID = av.UUID,
                                                                                    posVector = av.AbsolutePosition,
                                                                                    rotQuat = av.Rotation,
                                                                                    velVector = av.Velocity,
                                                                                    colliderType = 0,
                                                                                    groupUUID =
                                                                                        av.ControllingClient
                                                                                          .ActiveGroupId
                                                                                };
                                                    colliding.Add(detobj);
                                                }
                                                    //If it is 0, it is to not accept collisions from this avatar
                                                else
                                                {
                                                }
                                            }
                                            else
                                            {
                                                bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,
                                                                                                                out data);
                                                //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work
                                                if (!found)
                                                {
                                                    DetectedObject detobj = new DetectedObject
                                                                                {
                                                                                    keyUUID = av.UUID,
                                                                                    nameStr = av.ControllingClient.Name,
                                                                                    ownerUUID = av.UUID,
                                                                                    posVector = av.AbsolutePosition,
                                                                                    rotQuat = av.Rotation,
                                                                                    velVector = av.Velocity,
                                                                                    colliderType = 0,
                                                                                    groupUUID =
                                                                                        av.ControllingClient
                                                                                          .ActiveGroupId
                                                                                };
                                                    colliding.Add(detobj);
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                        if (colliding.Count > 0)
                        {
                            StartCollidingMessage.Colliders = colliding;
                            // always running this check because if the user deletes the object it would return a null reference.
                            if (m_parentGroup == null)
                                return;

                            if (m_parentGroup.Scene == null)
                                return;
                            //Always send to the prim it is occuring to
                            m_parentGroup.Scene.EventManager.TriggerScriptCollidingStart(this, StartCollidingMessage);
                            if ((UUID != ParentGroup.RootPart.UUID))
                            {
                                const int PASS_IF_NOT_HANDLED = 0;
                                const int PASS_ALWAYS = 1;
                                const int PASS_NEVER = 2;
                                if (PassCollisions == PASS_NEVER)
                                {
                                }
                                if (PassCollisions == PASS_ALWAYS)
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptCollidingStart(
                                        ParentGroup.RootPart, StartCollidingMessage);
                                }
                                else if (((ScriptEvents & scriptEvents.collision_start) == 0) &&
                                         PassCollisions == PASS_IF_NOT_HANDLED)
                                    //If no event in this prim, pass to parent
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptCollidingStart(
                                        ParentGroup.RootPart, StartCollidingMessage);
                                }
                            }
                        }
                    }
                }

                if ((AggregateScriptEvents & scriptEvents.collision) != 0)
                {
                    if (m_lastColliders.Count > 0)
                    {
                        ColliderArgs CollidingMessage = new ColliderArgs();
                        List<DetectedObject> colliding = new List<DetectedObject>();
                        foreach (uint localId in m_lastColliders)
                        {
                            if (localId != 0)
                            {
                                if (m_parentGroup == null)
                                    return;

                                if (m_parentGroup.Scene == null)
                                    return;

                                ISceneChildEntity obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
                                string data = "";
                                if (obj != null)
                                {
                                    if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) ||
                                        m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name))
                                    {
                                        bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                        //If it is 1, it is to accept ONLY collisions from this object
                                        if (found)
                                        {
                                            DetectedObject detobj = new DetectedObject
                                                                        {
                                                                            keyUUID = obj.UUID,
                                                                            nameStr = obj.Name,
                                                                            ownerUUID = obj.OwnerID,
                                                                            posVector = obj.AbsolutePosition,
                                                                            rotQuat = obj.GetWorldRotation(),
                                                                            velVector = obj.Velocity,
                                                                            colliderType = 0,
                                                                            groupUUID = obj.GroupID
                                                                        };
                                            colliding.Add(detobj);
                                        }
                                            //If it is 0, it is to not accept collisions from this object
                                        else
                                        {
                                        }
                                    }
                                    else
                                    {
                                        bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                        //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work
                                        if (!found)
                                        {
                                            DetectedObject detobj = new DetectedObject
                                                                        {
                                                                            keyUUID = obj.UUID,
                                                                            nameStr = obj.Name,
                                                                            ownerUUID = obj.OwnerID,
                                                                            posVector = obj.AbsolutePosition,
                                                                            rotQuat = obj.GetWorldRotation(),
                                                                            velVector = obj.Velocity,
                                                                            colliderType = 0,
                                                                            groupUUID = obj.GroupID
                                                                        };
                                            colliding.Add(detobj);
                                        }
                                    }
                                }
                                else
                                {
                                    IScenePresence av = ParentGroup.Scene.GetScenePresence(localId);
                                    if (av != null)
                                    {
                                        if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) ||
                                            m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name))
                                        {
                                            bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                            //If it is 1, it is to accept ONLY collisions from this avatar
                                            if (found)
                                            {
                                                DetectedObject detobj = new DetectedObject
                                                                            {
                                                                                keyUUID = av.UUID,
                                                                                nameStr = av.ControllingClient.Name,
                                                                                ownerUUID = av.UUID,
                                                                                posVector = av.AbsolutePosition,
                                                                                rotQuat = av.Rotation,
                                                                                velVector = av.Velocity,
                                                                                colliderType = 0,
                                                                                groupUUID =
                                                                                    av.ControllingClient.ActiveGroupId
                                                                            };
                                                colliding.Add(detobj);
                                            }
                                                //If it is 0, it is to not accept collisions from this avatar
                                        }
                                        else
                                        {
                                            bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                            //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work
                                            if (!found)
                                            {
                                                DetectedObject detobj = new DetectedObject
                                                                            {
                                                                                keyUUID = av.UUID,
                                                                                nameStr = av.ControllingClient.Name,
                                                                                ownerUUID = av.UUID,
                                                                                posVector = av.AbsolutePosition,
                                                                                rotQuat = av.Rotation,
                                                                                velVector = av.Velocity,
                                                                                colliderType = 0,
                                                                                groupUUID =
                                                                                    av.ControllingClient.ActiveGroupId
                                                                            };
                                                colliding.Add(detobj);
                                            }
                                        }
                                    }
                                }
                            }
                        }
                        if (colliding.Count > 0)
                        {
                            CollidingMessage.Colliders = colliding;
                            // always running this check because if the user deletes the object it would return a null reference.
                            if (m_parentGroup == null)
                                return;

                            if (m_parentGroup.Scene == null)
                                return;

                            m_parentGroup.Scene.EventManager.TriggerScriptColliding(this, CollidingMessage);

                            if ((UUID != ParentGroup.RootPart.UUID))
                            {
                                const int PASS_IF_NOT_HANDLED = 0;
                                const int PASS_ALWAYS = 1;
                                const int PASS_NEVER = 2;
                                if (PassCollisions == PASS_NEVER)
                                {
                                }
                                if (PassCollisions == PASS_ALWAYS)
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptColliding(ParentGroup.RootPart,
                                                                                            CollidingMessage);
                                }
                                else if (((ScriptEvents & scriptEvents.collision) == 0) &&
                                         PassCollisions == PASS_IF_NOT_HANDLED)
                                    //If no event in this prim, pass to parent
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptColliding(
                                        ParentGroup.RootPart, CollidingMessage);
                                }
                            }
                        }
                    }
                }

                if ((AggregateScriptEvents & scriptEvents.collision_end) != 0)
                {
                    if (endedColliders.Count > 0)
                    {
                        ColliderArgs EndCollidingMessage = new ColliderArgs();
                        List<DetectedObject> colliding = new List<DetectedObject>();
                        foreach (uint localId in endedColliders)
                        {
                            if (localId != 0)
                            {
                                // always running this check because if the user deletes the object it would return a null reference.
                                if (m_parentGroup == null)
                                    return;
                                if (m_parentGroup.Scene == null)
                                    return;
                                ISceneChildEntity obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
                                string data = "";
                                if (obj != null)
                                {
                                    if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) ||
                                        m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name))
                                    {
                                        bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                        //If it is 1, it is to accept ONLY collisions from this object
                                        if (found)
                                        {
                                            DetectedObject detobj = new DetectedObject
                                                                        {
                                                                            keyUUID = obj.UUID,
                                                                            nameStr = obj.Name,
                                                                            ownerUUID = obj.OwnerID,
                                                                            posVector = obj.AbsolutePosition,
                                                                            rotQuat = obj.GetWorldRotation(),
                                                                            velVector = obj.Velocity,
                                                                            colliderType = 0,
                                                                            groupUUID = obj.GroupID
                                                                        };
                                            colliding.Add(detobj);
                                        }
                                            //If it is 0, it is to not accept collisions from this object
                                        else
                                        {
                                        }
                                    }
                                    else
                                    {
                                        bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                        //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work
                                        if (!found)
                                        {
                                            DetectedObject detobj = new DetectedObject
                                                                        {
                                                                            keyUUID = obj.UUID,
                                                                            nameStr = obj.Name,
                                                                            ownerUUID = obj.OwnerID,
                                                                            posVector = obj.AbsolutePosition,
                                                                            rotQuat = obj.GetWorldRotation(),
                                                                            velVector = obj.Velocity,
                                                                            colliderType = 0,
                                                                            groupUUID = obj.GroupID
                                                                        };
                                            colliding.Add(detobj);
                                        }
                                    }
                                }
                                else
                                {
                                    IScenePresence av = ParentGroup.Scene.GetScenePresence(localId);
                                    if (av != null)
                                    {
                                        if (av.LocalId == localId)
                                        {
                                            if (
                                                m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) ||
                                                m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name))
                                            {
                                                bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,
                                                                                                                out data);
                                                //If it is 1, it is to accept ONLY collisions from this avatar
                                                if (found)
                                                {
                                                    DetectedObject detobj = new DetectedObject
                                                                                {
                                                                                    keyUUID = av.UUID,
                                                                                    nameStr = av.ControllingClient.Name,
                                                                                    ownerUUID = av.UUID,
                                                                                    posVector = av.AbsolutePosition,
                                                                                    rotQuat = av.Rotation,
                                                                                    velVector = av.Velocity,
                                                                                    colliderType = 0,
                                                                                    groupUUID =
                                                                                        av.ControllingClient
                                                                                          .ActiveGroupId
                                                                                };
                                                    colliding.Add(detobj);
                                                }
                                                    //If it is 0, it is to not accept collisions from this avatar
                                                else
                                                {
                                                }
                                            }
                                            else
                                            {
                                                bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,
                                                                                                                out data);
                                                //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work
                                                if (!found)
                                                {
                                                    DetectedObject detobj = new DetectedObject
                                                                                {
                                                                                    keyUUID = av.UUID,
                                                                                    nameStr = av.ControllingClient.Name,
                                                                                    ownerUUID = av.UUID,
                                                                                    posVector = av.AbsolutePosition,
                                                                                    rotQuat = av.Rotation,
                                                                                    velVector = av.Velocity,
                                                                                    colliderType = 0,
                                                                                    groupUUID =
                                                                                        av.ControllingClient
                                                                                          .ActiveGroupId
                                                                                };
                                                    colliding.Add(detobj);
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }

                        if (colliding.Count > 0)
                        {
                            EndCollidingMessage.Colliders = colliding;
                            // always running this check because if the user deletes the object it would return a null reference.
                            if (m_parentGroup == null)
                                return;

                            if (m_parentGroup.Scene == null)
                                return;

                            m_parentGroup.Scene.EventManager.TriggerScriptCollidingEnd(this, EndCollidingMessage);

                            if ((UUID != ParentGroup.RootPart.UUID))
                            {
                                const int PASS_IF_NOT_HANDLED = 0;
                                const int PASS_ALWAYS = 1;
                                const int PASS_NEVER = 2;
                                if (PassCollisions == PASS_NEVER)
                                {
                                }
                                if (PassCollisions == PASS_ALWAYS)
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptCollidingEnd(
                                        ParentGroup.RootPart, EndCollidingMessage);
                                }
                                else if (((ScriptEvents & scriptEvents.collision_end) == 0) &&
                                         PassCollisions == PASS_IF_NOT_HANDLED)
                                    //If no event in this prim, pass to parent
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptCollidingEnd(
                                        ParentGroup.RootPart, EndCollidingMessage);
                                }
                            }
                        }
                    }
                }
                if ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0 ||
                    (AggregateScriptEvents & scriptEvents.land_collision) != 0)
                {
                    if (startedColliders.Count > 0)
                    {
                        ColliderArgs LandStartCollidingMessage = new ColliderArgs();
                        List<DetectedObject> colliding = (from localId in startedColliders
                                                          where localId == 0
                                                          select new DetectedObject
                                                                     {
                                                                         keyUUID = UUID.Zero,
                                                                         nameStr = "",
                                                                         ownerUUID = UUID.Zero,
                                                                         posVector =
                                                                             m_parentGroup.RootPart.AbsolutePosition,
                                                                         rotQuat = Quaternion.Identity,
                                                                         velVector = Vector3.Zero,
                                                                         colliderType = 0,
                                                                         groupUUID = UUID.Zero
                                                                     }).ToList();

                        if (colliding.Count > 0)
                        {
                            LandStartCollidingMessage.Colliders = colliding;
                            // always running this check because if the user deletes the object it would return a null reference.
                            if (m_parentGroup == null)
                                return;

                            if (m_parentGroup.Scene == null)
                                return;

                            m_parentGroup.Scene.EventManager.TriggerScriptLandCollidingStart(this, LandStartCollidingMessage);

                            if ((UUID != ParentGroup.RootPart.UUID))
                            {
                                const int PASS_IF_NOT_HANDLED = 0;
                                const int PASS_ALWAYS = 1;
                                const int PASS_NEVER = 2;
                                if (PassCollisions == PASS_NEVER)
                                {
                                }
                                if (PassCollisions == PASS_ALWAYS)
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptLandCollidingStart(
                                        ParentGroup.RootPart, LandStartCollidingMessage);
                                }
                                else if (((ScriptEvents & scriptEvents.land_collision_start) == 0) &&
                                         PassCollisions == PASS_IF_NOT_HANDLED)
                                    //If no event in this prim, pass to parent
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptLandCollidingStart(
                                        ParentGroup.RootPart, LandStartCollidingMessage);
                                }
                            }
                        }
                    }
                }
                if ((AggregateScriptEvents & scriptEvents.land_collision) != 0)
                {
                    if (m_lastColliders.Count > 0)
                    {
                        ColliderArgs LandCollidingMessage = new ColliderArgs();
                        List<DetectedObject> colliding = new List<DetectedObject>();
                        foreach (uint localId in m_lastColliders)
                        {
                            if (localId == 0)
                            {
                                //Hope that all is left is ground!
                                DetectedObject detobj = new DetectedObject
                                                            {
                                                                keyUUID = UUID.Zero,
                                                                nameStr = "",
                                                                ownerUUID = UUID.Zero,
                                                                posVector = m_parentGroup.RootPart.AbsolutePosition,
                                                                rotQuat = Quaternion.Identity,
                                                                velVector = Vector3.Zero,
                                                                colliderType = 0,
                                                                groupUUID = UUID.Zero
                                                            };
                                colliding.Add(detobj);
                            }
                        }

                        if (colliding.Count > 0)
                        {
                            LandCollidingMessage.Colliders = colliding;
                            // always running this check because if the user deletes the object it would return a null reference.
                            if (m_parentGroup == null)
                                return;

                            if (m_parentGroup.Scene == null)
                                return;

                            m_parentGroup.Scene.EventManager.TriggerScriptLandColliding(this, LandCollidingMessage);

                            if ((UUID != ParentGroup.RootPart.UUID))
                            {
                                const int PASS_IF_NOT_HANDLED = 0;
                                const int PASS_ALWAYS = 1;
                                const int PASS_NEVER = 2;
                                if (PassCollisions == PASS_NEVER)
                                {
                                }
                                if (PassCollisions == PASS_ALWAYS)
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptLandColliding(
                                        ParentGroup.RootPart,
                                        LandCollidingMessage);
                                }
                                else if (((ScriptEvents & scriptEvents.land_collision) == 0) &&
                                         PassCollisions == PASS_IF_NOT_HANDLED)
                                    //If no event in this prim, pass to parent
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptLandColliding(
                                        ParentGroup.RootPart, LandCollidingMessage);
                                }
                            }
                        }
                    }
                }
                if ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0)
                {
                    if (endedColliders.Count > 0)
                    {
                        ColliderArgs LandEndCollidingMessage = new ColliderArgs();
                        List<DetectedObject> colliding = (from localId in startedColliders
                                                          where localId == 0
                                                          select new DetectedObject
                                                                     {
                                                                         keyUUID = UUID.Zero,
                                                                         nameStr = "",
                                                                         ownerUUID = UUID.Zero,
                                                                         posVector =
                                                                             m_parentGroup.RootPart.AbsolutePosition,
                                                                         rotQuat = Quaternion.Identity,
                                                                         velVector = Vector3.Zero,
                                                                         colliderType = 0,
                                                                         groupUUID = UUID.Zero
                                                                     }).ToList();

                        if (colliding.Count > 0)
                        {
                            LandEndCollidingMessage.Colliders = colliding;
                            // always running this check because if the user deletes the object it would return a null reference.
                            if (m_parentGroup == null)
                                return;

                            if (m_parentGroup.Scene == null)
                                return;

                            m_parentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd(this, LandEndCollidingMessage);

                            if ((UUID != ParentGroup.RootPart.UUID))
                            {
                                const int PASS_IF_NOT_HANDLED = 0;
                                const int PASS_ALWAYS = 1;
                                const int PASS_NEVER = 2;
                                if (PassCollisions == PASS_NEVER)
                                {
                                }
                                if (PassCollisions == PASS_ALWAYS)
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd(
                                        ParentGroup.RootPart, LandEndCollidingMessage);
                                }
                                else if (((ScriptEvents & scriptEvents.land_collision_end) == 0) &&
                                         PassCollisions == PASS_IF_NOT_HANDLED)
                                    //If no event in this prim, pass to parent
                                {
                                    m_parentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd(
                                        ParentGroup.RootPart, LandEndCollidingMessage);
                                }
                            }
                        }
                    }
                }
            }
        }