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*Fixed logic issue in LandManager that caused an 'invalid parcel' error to spew in the debug when land was selected
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@@ -1886,6 +1886,7 @@ namespace OpenSim.Region.ClientStack
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objdata.Sound = LLUUID.Zero;
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LLObject.TextureEntry ntex = new LLObject.TextureEntry(new LLUUID("00000000-0000-0000-5005-000000000005"));
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objdata.TextureEntry = ntex.ToBytes();
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objdata.State = 0;
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objdata.Data = new byte[0];
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@@ -459,8 +459,17 @@ namespace OpenSim.Region.Environment.LandManagement
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//Now for border control
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try
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{
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Land westParcel = getLandObject((x - 1) * 4, y * 4);
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Land southParcel = getLandObject(x * 4, (y - 1) * 4);
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Land westParcel = null;
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Land southParcel = null;
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if (x > 0)
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{
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westParcel = getLandObject((x - 1) * 4, y * 4);
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}
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if (y > 0)
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{
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southParcel = getLandObject(x * 4, (y - 1) * 4);
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}
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if (x == 0)
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{
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tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_WEST);
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@@ -492,9 +501,9 @@ namespace OpenSim.Region.Environment.LandManagement
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byteArray = new byte[LAND_BLOCKS_PER_PACKET];
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}
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}
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catch (System.Exception)
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catch (System.Exception e)
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{
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OpenSim.Framework.Console.MainLog.Instance.Debug("LAND", "Skipped Land checks because avatar is out of bounds");
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OpenSim.Framework.Console.MainLog.Instance.Debug("LAND", "Skipped Land checks because avatar is out of bounds: " + e.Message);
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}
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}
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}
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