Updated client tagging system. Client tags only looked up in opensim, and most logic pulled out into its own singleton.
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@@ -334,7 +334,7 @@ public:
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// Modify texture entry properties
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inline BOOL validTE(const U8 te_num) const;
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LLTextureEntry *getTE(const U8 te_num) const;
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LLTextureEntry* getTE(const U8 te_num) const;
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virtual void setNumTEs(const U8 num_tes);
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virtual void setAllTETextures(const LLUUID &tex_id);
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@@ -364,7 +364,7 @@ public:
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void copyTEs(const LLPrimitive *primitive);
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S32 packTEField(U8 *cur_ptr, U8 *data_ptr, U8 data_size, U8 last_face_index, EMsgVariableType type) const;
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S32 unpackTEField(U8 *cur_ptr, U8 *buffer_end, U8 *data_ptr, U8 data_size, U8 face_count, EMsgVariableType type);
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BOOL packTEMessage(LLMessageSystem *mesgsys, int shield = 0, std::string client_str = "") const;
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BOOL packTEMessage(LLMessageSystem *mesgsys) const;
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BOOL packTEMessage(LLDataPacker &dp) const;
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S32 unpackTEMessage(LLMessageSystem* mesgsys, char const* block_name);
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S32 unpackTEMessage(LLMessageSystem* mesgsys, char const* block_name, const S32 block_num); // Variable num of blocks
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