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let engines Suspend and resume scripts return false if script not on that engine
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@@ -70,13 +70,13 @@ namespace OpenSim.Region.Framework.Interfaces
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/// Suspends a script.
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/// </summary>
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/// <param name="itemID">The item ID of the script.</param>
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void SuspendScript(UUID itemID);
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bool SuspendScript(UUID itemID);
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/// <summary>
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/// Resumes a script.
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/// </summary>
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/// <param name="itemID">The item ID of the script.</param>
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void ResumeScript(UUID itemID);
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bool ResumeScript(UUID itemID);
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ArrayList GetScriptErrors(UUID itemID);
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@@ -410,10 +410,6 @@ namespace OpenSim.Region.Framework.Scenes
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Rezzed = DateTime.UtcNow;
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Description = String.Empty;
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PseudoCRC = (int)DateTime.UtcNow.Ticks; // random could be as good; fallbak if not on region db
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// Prims currently only contain a single folder (Contents). From looking at the Second Life protocol,
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// this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
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// the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
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m_inventory = new SceneObjectPartInventory(this);
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LastColSoundSentTime = Util.EnvironmentTickCount();
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}
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@@ -449,7 +445,6 @@ namespace OpenSim.Region.Framework.Scenes
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APIDActive = false;
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Flags = 0;
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CreateSelected = true;
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PseudoCRC = (int)DateTime.UtcNow.Ticks; // random could be as good
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TrimPermissions();
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AggregateInnerPerms();
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}
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@@ -388,10 +388,13 @@ namespace OpenSim.Region.Framework.Scenes
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if (textureEntry.FaceTextures != null)
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{
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// Loop through the rest of the texture faces (a non-null face means the face is different from DefaultTexture)
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int nsides = part.GetNumberOfSides();
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foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
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{
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if (texture != null)
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RecordTextureEntryAssetUuids(texture);
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if(--nsides <= 0)
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break;
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}
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}
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}
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@@ -646,7 +649,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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private void RecordTextureEntryAssetUuids(Primitive.TextureEntryFace texture)
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{
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GatheredUuids[texture.TextureID] = (sbyte)AssetType.Texture;
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if (texture.TextureID != UUID.Zero)
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GatheredUuids[texture.TextureID] = (sbyte)AssetType.Texture;
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if (texture.MaterialID != UUID.Zero)
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AddForInspection(texture.MaterialID);
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