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* Store task inventory when an object is taken into agent inventory
* This means that you can take an object from a region and rez it somewhere else, with its inventory intact. * As for earlier, at this stage only scripts can be placed in inventory * This isn't an efficient implementation, a better one will probably need to come along soonish
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@@ -169,14 +169,14 @@ namespace OpenSim.Region.Environment.Scenes
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{
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TaskInventoryItem taskItem = new TaskInventoryItem();
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taskItem.item_id = newItemId;
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taskItem.asset_id = item.assetID;
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taskItem.name = item.inventoryName;
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taskItem.desc = item.inventoryDescription;
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taskItem.owner_id = item.avatarID;
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taskItem.creator_id = item.creatorsID;
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taskItem.type = item.assetType;
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taskItem.inv_type = item.invType;
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taskItem.ItemID = newItemId;
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taskItem.AssetID = item.assetID;
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taskItem.Name = item.inventoryName;
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taskItem.Description = item.inventoryDescription;
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taskItem.OwnerID = item.avatarID;
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taskItem.CreatorID = item.creatorsID;
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taskItem.Type = item.assetType;
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taskItem.InvType = item.invType;
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part.AddInventoryItem(taskItem);
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// It might seem somewhat crude to update the whole group for a single prim inventory change,
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@@ -250,7 +250,7 @@ namespace OpenSim.Region.Environment.Scenes
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MainLog.Instance.Error(
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"PRIMINVENTORY",
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"Couldn't find prim ID {0} to update item {1}, {2}",
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item.ParentPartID, item.name, item.item_id);
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item.ParentPartID, item.Name, item.ItemID);
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}
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return false;
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