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reverting #7295, as it still fails a test case (as pointed out very
kindly by sean) --- lesson learned: just running a "make test" is not sufficient, you need to precede it by a "make clean".
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@@ -289,16 +289,16 @@ namespace OpenSim.Region.Environment.Scenes
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/// name is chosen.
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/// </summary>
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/// <param name="item"></param>
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public void AddInventoryItem(TaskInventoryItem item, bool allowedDrop)
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public void AddInventoryItem(TaskInventoryItem item)
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{
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AddInventoryItem(item.Name, item, allowedDrop);
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AddInventoryItem(item.Name, item);
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}
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/// <summary>
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/// Add an item to this prim's inventory. If an item with the same name already exists, it is replaced.
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/// </summary>
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/// <param name="item"></param>
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public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
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public void AddInventoryItemExclusive(TaskInventoryItem item)
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{
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List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_taskInventory.Values);
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foreach (TaskInventoryItem i in il)
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@@ -313,7 +313,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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AddInventoryItem(item.Name, item, allowedDrop);
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AddInventoryItem(item.Name, item);
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}
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/// <summary>
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@@ -324,10 +324,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// The item itself. The name within this structure is ignored in favour of the name
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/// given in this method's arguments
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/// </param>
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/// <param name="allowedDrop">
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// Item was only added to inventory because AllowedDrop is set
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/// </param>
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protected void AddInventoryItem(string name, TaskInventoryItem item, bool allowedDrop)
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protected void AddInventoryItem(string name, TaskInventoryItem item)
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{
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name = FindAvailableInventoryName(name);
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if (name == String.Empty)
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@@ -340,10 +337,7 @@ namespace OpenSim.Region.Environment.Scenes
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lock (m_taskInventory)
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{
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m_taskInventory.Add(item.ItemID, item);
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if (allowedDrop)
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TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
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else
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TriggerScriptChangedEvent(Changed.INVENTORY);
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TriggerScriptChangedEvent(Changed.INVENTORY);
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}
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m_inventorySerial++;
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