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*Added all the permission checks to the sceneexternalchecks and modified permission module to follow this.
*This makes permission checking much more modular; allows restrictive and granting module to be made without modifying the existing permission module
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@@ -85,7 +85,7 @@ namespace OpenSim.Region.Environment.Scenes
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if (((SceneObjectGroup) ent).LocalId == primLocalID)
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{
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// A prim is only tainted if it's allowed to be edited by the person clicking it.
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if (Permissions.CanEditObjectPosition(remoteClient.AgentId, ((SceneObjectGroup)ent).UUID) || Permissions.CanEditObject(remoteClient.AgentId, ((SceneObjectGroup)ent).UUID))
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if (ExternalChecks.ExternalChecksCanEditObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId) || ExternalChecks.ExternalChecksCanMoveObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId))
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{
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((SceneObjectGroup) ent).GetProperties(remoteClient);
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((SceneObjectGroup) ent).IsSelected = true;
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@@ -112,7 +112,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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if (((SceneObjectGroup) ent).LocalId == primLocalID)
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{
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if (Permissions.CanEditObjectPosition(remoteClient.AgentId, ((SceneObjectGroup)ent).UUID) || Permissions.CanEditObject(remoteClient.AgentId, ((SceneObjectGroup)ent).UUID))
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if (ExternalChecks.ExternalChecksCanEditObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId) || ExternalChecks.ExternalChecksCanMoveObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId))
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{
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((SceneObjectGroup) ent).IsSelected = false;
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LandChannel.SetPrimsTainted();
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