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refactor: Rename EstateSettings.IsEstateManager() to EstateSettings.IsEstateManagerOrOwner() to reflect what it actually does.
This makes it consistent with other parts of OpenSimulator that are treating ESTATE_MANAGER and ESTATE_OWNER as different entities. As per opensim-dev mailing list.
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@@ -3832,7 +3832,7 @@ namespace OpenSim.Region.Framework.Scenes
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land.LandData.UserLocation != Vector3.Zero &&
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land.LandData.OwnerID != m_uuid &&
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(!m_scene.Permissions.IsGod(m_uuid)) &&
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(!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid)))
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(!m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)))
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{
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float curr = Vector3.Distance(AbsolutePosition, pos);
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if (Vector3.Distance(land.LandData.UserLocation, pos) < curr)
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@@ -3852,7 +3852,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (GodLevel < 200 &&
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((!m_scene.Permissions.IsGod(m_uuid) &&
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!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid)) ||
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!m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) ||
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(m_teleportFlags & TeleportFlags.ViaLocation) != 0 ||
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(m_teleportFlags & Constants.TeleportFlags.ViaHGLogin) != 0))
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{
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@@ -3920,7 +3920,7 @@ namespace OpenSim.Region.Framework.Scenes
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GodLevel < 200 &&
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((land.LandData.OwnerID != m_uuid &&
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!m_scene.Permissions.IsGod(m_uuid) &&
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!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid)) ||
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!m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) ||
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(m_teleportFlags & TeleportFlags.ViaLocation) != 0 ||
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(m_teleportFlags & Constants.TeleportFlags.ViaHGLogin) != 0))
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{
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