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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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@@ -181,7 +181,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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m_host.AddScriptLPS(1);
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//Check to make sure that the script's owner is the estate manager/master
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//World.Permissions.GenericEstatePermission(
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if (World.Permissions.GenericEstatePermission(m_host.OwnerID))
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if (World.ExternalChecks.ExternalChecksCanBeGodLike(m_host.OwnerID))
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{
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World.EventManager.TriggerRequestChangeWaterHeight((float)height);
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}
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@@ -2647,7 +2647,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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public void llModifyLand(int action, int brush)
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{
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m_host.AddScriptLPS(1);
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if (World.Permissions.CanTerraform(m_host.OwnerID, new LLVector3(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y, 0)))
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if (World.ExternalChecks.ExternalChecksCanTerraformLand(m_host.OwnerID, new LLVector3(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y, 0)))
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{
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NotImplemented("llModifyLand");
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}
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@@ -3900,7 +3900,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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{
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if (m_host.ObjectOwner == parcel.landData.ownerID ||
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(m_host.OwnerID == m_host.GroupID && m_host.GroupID == parcel.landData.groupID
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&& parcel.landData.isGroupOwned) || World.Permissions.GenericEstatePermission(m_host.OwnerID))
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&& parcel.landData.isGroupOwned) || World.ExternalChecks.ExternalChecksCanBeGodLike(m_host.OwnerID))
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{
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av.StandUp();
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}
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