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refactored LandData to use properties, and cleaned up the naming on
the properties a bit to be more consistant with other objects (having things like .Name .Description, etc).
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@@ -331,7 +331,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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// Users should be able to edit what is over their land.
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ILandObject parcel = m_scene.LandChannel.GetLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y);
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if (parcel != null && parcel.landData.ownerID == user)
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if (parcel != null && parcel.landData.OwnerID == user)
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return objectOwnerMask;
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// Admin objects should not be editable by the above
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@@ -423,7 +423,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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// Users should be able to edit what is over their land.
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ILandObject parcel = m_scene.LandChannel.GetLandObject(group.AbsolutePosition.X, group.AbsolutePosition.Y);
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if ((parcel != null) && (parcel.landData.ownerID == currentUser))
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if ((parcel != null) && (parcel.landData.OwnerID == currentUser))
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{
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permission = true;
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}
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@@ -492,12 +492,12 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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{
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bool permission = false;
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if (parcel.landData.ownerID == user)
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if (parcel.landData.OwnerID == user)
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{
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permission = true;
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}
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if (parcel.landData.isGroupOwned)
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if (parcel.landData.IsGroupOwned)
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{
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// TODO: Need to do some extra checks here. Requires group code.
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}
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@@ -723,7 +723,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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return false;
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}
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if ((land.landData.landFlags & ((int)Parcel.ParcelFlags.AllowAllObjectEntry)) != 0)
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if ((land.landData.Flags & ((int)Parcel.ParcelFlags.AllowAllObjectEntry)) != 0)
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{
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return true;
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}
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@@ -770,7 +770,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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ILandObject land = m_scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y);
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if (land == null) return false;
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if ((land.landData.landFlags & ((int)Parcel.ParcelFlags.CreateObjects)) ==
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if ((land.landData.Flags & ((int)Parcel.ParcelFlags.CreateObjects)) ==
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(int)Parcel.ParcelFlags.CreateObjects)
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permission = true;
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