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Add osNpcCreateOwned to create an owned NPC. Those can be sensed only by the owner, can be destroyed only by the owner and only the owner can save their appearance. Added "NPC" as a flag to llSensor to sense NPCs and exclude them from "AGENT" results.
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@@ -91,9 +91,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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}
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public UUID CreateNPC(
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string firstname, string lastname, Vector3 position, Scene scene, AvatarAppearance appearance)
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string firstname, string lastname, Vector3 position, UUID owner, Scene scene, AvatarAppearance appearance)
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{
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NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, scene);
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NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, owner, scene);
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npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, int.MaxValue);
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m_log.DebugFormat(
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@@ -234,12 +234,30 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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return false;
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}
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public bool DeleteNPC(UUID agentID, Scene scene)
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public UUID GetOwner(UUID agentID)
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{
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lock (m_avatars)
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{
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if (m_avatars.ContainsKey(agentID))
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NPCAvatar av;
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if (m_avatars.TryGetValue(agentID, out av))
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{
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return av.OwnerID;
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}
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}
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return UUID.Zero;
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}
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public bool DeleteNPC(UUID agentID, UUID callerID, Scene scene)
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{
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lock (m_avatars)
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{
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NPCAvatar av;
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if (m_avatars.TryGetValue(agentID, out av))
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{
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if (av.OwnerID != UUID.Zero && callerID != UUID.Zero && av.OwnerID != callerID)
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return false;
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scene.RemoveClient(agentID, false);
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m_avatars.Remove(agentID);
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@@ -268,4 +286,4 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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get { return true; }
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}
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}
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}
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}
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