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Implement temp-on-rez objecte really being temporary
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@@ -361,6 +361,7 @@ namespace OpenSim.Region.Environment.Scenes
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private uint _everyoneMask = (uint)PermissionMask.None;
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private uint _nextOwnerMask = (uint)PermissionMask.All;
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private PrimFlags _flags = 0;
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private DateTime m_expires;
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public UUID CreatorID {
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get
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@@ -451,6 +452,13 @@ namespace OpenSim.Region.Environment.Scenes
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set { m_particleSystem = value; }
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}
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[XmlIgnore]
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public DateTime Expires
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{
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get { return m_expires; }
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set { m_expires = value; }
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}
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/// <summary>
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/// The position of the entire group that this prim belongs to.
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/// </summary>
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@@ -1050,15 +1058,15 @@ namespace OpenSim.Region.Environment.Scenes
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public void AddFlag(PrimFlags flag)
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{
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// PrimFlags prevflag = Flags;
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//uint objflags = Flags;
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if ((ObjectFlags & (uint) flag) == 0)
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{
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//Console.WriteLine("Adding flag: " + ((PrimFlags) flag).ToString());
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_flags |= flag;
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if (flag == PrimFlags.TemporaryOnRez)
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Expires = DateTime.Now + new TimeSpan(600000000);
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}
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//uint currflag = (uint)Flags;
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//System.Console.WriteLine("Aprev: " + prevflag.ToString() + " curr: " + Flags.ToString());
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//ScheduleFullUpdate();
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// System.Console.WriteLine("Aprev: " + prevflag.ToString() + " curr: " + Flags.ToString());
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}
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/// <summary>
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