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