Taking Prims (SceneObjectGroups) in and out of inventory should now work and if left in inventory will still be there after restarts. (as with the rest of inventory it will only fully work in standalone mode with account authentication turned on).

This commit is contained in:
MW
2007-08-16 16:31:32 +00:00
parent 915f8cc1a1
commit 531f64a53b
18 changed files with 323 additions and 93 deletions

View File

@@ -45,12 +45,12 @@ namespace OpenSim.Region.ClientStack
get { return m_moneyBalance; }
}
public bool AddMoney( int debit )
public bool AddMoney(int debit)
{
if( m_moneyBalance + debit >= 0 )
if (m_moneyBalance + debit >= 0)
{
m_moneyBalance += debit;
SendMoneyBalance( LLUUID.Zero, true, Helpers.StringToField("Poof Poof!"), m_moneyBalance );
SendMoneyBalance(LLUUID.Zero, true, Helpers.StringToField("Poof Poof!"), m_moneyBalance);
return true;
}
else
@@ -58,7 +58,7 @@ namespace OpenSim.Region.ClientStack
return false;
}
}
protected override void ProcessInPacket(Packet Pack)
{
ack_pack(Pack);
@@ -126,21 +126,9 @@ namespace OpenSim.Region.ClientStack
break;
case PacketType.RezObject:
RezObjectPacket rezPacket = (RezObjectPacket)Pack;
AgentInventory inven = this.m_inventoryCache.GetAgentsInventory(this.AgentID);
if (inven != null)
if (OnRezObject != null)
{
if (inven.InventoryItems.ContainsKey(rezPacket.InventoryData.ItemID))
{
AssetBase asset = this.m_assetCache.GetAsset(inven.InventoryItems[rezPacket.InventoryData.ItemID].AssetID);
if (asset != null)
{
if (OnRezObject != null)
{
this.OnRezObject(asset, rezPacket.RezData.RayEnd);
this.m_inventoryCache.DeleteInventoryItem(this, rezPacket.InventoryData.ItemID);
}
}
}
this.OnRezObject(this, rezPacket.InventoryData.ItemID, rezPacket.RezData.RayEnd);
}
break;
case PacketType.DeRezObject: