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Add new and updated script events
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@@ -283,6 +283,10 @@ namespace OpenSim.Region.Framework.Scenes
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{
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remoteClient.SendAgentAlertMessage("Script saved", false);
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}
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// Tell anyone managing scripts that a script has been reloaded/changed
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EventManager.TriggerUpdateScript(remoteClient.AgentId, itemId, primId, isScriptRunning, item.AssetID);
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part.ParentGroup.ResumeScripts();
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return errors;
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}
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@@ -1624,9 +1628,13 @@ namespace OpenSim.Region.Framework.Scenes
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// have state in inventory
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part.Inventory.CreateScriptInstance(copyID, 0, false, DefaultScriptEngine, 0);
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// tell anyone watching that there is a new script in town
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EventManager.TriggerNewScript(agentID, part, copyID);
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// m_log.InfoFormat("[PRIMINVENTORY]: " +
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// "Rezzed script {0} into prim local ID {1} for user {2}",
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// item.inventoryName, localID, remoteClient.Name);
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part.ParentGroup.ResumeScripts();
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return part;
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@@ -1707,6 +1715,10 @@ namespace OpenSim.Region.Framework.Scenes
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part.Inventory.AddInventoryItem(taskItem, false);
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part.Inventory.CreateScriptInstance(taskItem, 0, false, DefaultScriptEngine, 0);
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// tell anyone managing scripts that a new script exists
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EventManager.TriggerNewScript(agentID, part, taskItem.ItemID);
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part.ParentGroup.ResumeScripts();
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return part;
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