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First part of changing prim's permission flags to use the correct enum (libsl PermissionMask)
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@@ -44,12 +44,12 @@ namespace OpenSim.Region.Environment.Scenes
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{
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public partial class SceneObjectPart : IScriptHost
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{
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private const LLObject.ObjectFlags OBJFULL_MASK_GENERAL =
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LLObject.ObjectFlags.ObjectCopy | LLObject.ObjectFlags.ObjectModify | LLObject.ObjectFlags.ObjectTransfer;
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private const PermissionMask OBJFULL_MASK_GENERAL =
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PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Move;
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private const LLObject.ObjectFlags OBJFULL_MASK_OWNER =
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LLObject.ObjectFlags.ObjectCopy | LLObject.ObjectFlags.ObjectModify | LLObject.ObjectFlags.ObjectOwnerModify |
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LLObject.ObjectFlags.ObjectTransfer | LLObject.ObjectFlags.ObjectYouOwner;
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private const PermissionMask OBJFULL_MASK_OWNER =
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PermissionMask.Copy | PermissionMask.Modify |
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PermissionMask.Transfer;
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private const uint OBJNEXT_OWNER = 2147483647;
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@@ -76,10 +76,10 @@ namespace OpenSim.Region.Environment.Scenes
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//
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// Main grid has default permissions as follows
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//
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public uint OwnerMask = FULL_MASK_PERMISSIONS_OWNER;
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public uint OwnerMask =(uint) PermissionMask.All;
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public uint NextOwnerMask = OBJNEXT_OWNER;
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public uint GroupMask = (uint) LLObject.ObjectFlags.None;
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public uint EveryoneMask = (uint) LLObject.ObjectFlags.None;
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public uint GroupMask = (uint) PermissionMask.None;
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public uint EveryoneMask = (uint)PermissionMask.None;
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public uint BaseMask = FULL_MASK_PERMISSIONS_OWNER;
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protected byte[] m_particleSystem = new byte[0];
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@@ -697,21 +697,7 @@ namespace OpenSim.Region.Environment.Scenes
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public void ApplySanePermissions()
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{
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// These are some flags that The OwnerMask should never have
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OwnerMask &= ~(uint) LLObject.ObjectFlags.ObjectGroupOwned;
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OwnerMask &= ~(uint) LLObject.ObjectFlags.Physics;
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OwnerMask &= ~(uint) LLObject.ObjectFlags.Phantom;
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OwnerMask &= ~(uint) LLObject.ObjectFlags.Scripted;
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OwnerMask &= ~(uint) LLObject.ObjectFlags.Touch;
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OwnerMask &= ~(uint) LLObject.ObjectFlags.Temporary;
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OwnerMask &= ~(uint) LLObject.ObjectFlags.TemporaryOnRez;
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OwnerMask &= ~(uint) LLObject.ObjectFlags.ZlibCompressed;
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OwnerMask &= ~(uint) LLObject.ObjectFlags.AllowInventoryDrop;
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OwnerMask &= ~(uint) LLObject.ObjectFlags.AnimSource;
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OwnerMask &= ~(uint) LLObject.ObjectFlags.Money;
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OwnerMask &= ~(uint) LLObject.ObjectFlags.CastShadows;
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OwnerMask &= ~(uint) LLObject.ObjectFlags.InventoryEmpty;
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OwnerMask &= ~(uint) LLObject.ObjectFlags.CreateSelected;
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// These are some flags that the next owner mask should never have
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NextOwnerMask &= ~(uint) LLObject.ObjectFlags.ObjectYouOwner;
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@@ -754,23 +740,7 @@ namespace OpenSim.Region.Environment.Scenes
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// These are some flags that EveryoneMask should never have
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EveryoneMask &= ~(uint) LLObject.ObjectFlags.ObjectYouOwner;
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EveryoneMask &= ~(uint) LLObject.ObjectFlags.ObjectTransfer;
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EveryoneMask &= ~(uint) LLObject.ObjectFlags.ObjectOwnerModify;
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EveryoneMask &= ~(uint) LLObject.ObjectFlags.ObjectGroupOwned;
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EveryoneMask &= ~(uint) LLObject.ObjectFlags.Physics;
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EveryoneMask &= ~(uint) LLObject.ObjectFlags.Phantom;
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EveryoneMask &= ~(uint) LLObject.ObjectFlags.Scripted;
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EveryoneMask &= ~(uint) LLObject.ObjectFlags.Touch;
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EveryoneMask &= ~(uint) LLObject.ObjectFlags.Temporary;
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EveryoneMask &= ~(uint) LLObject.ObjectFlags.TemporaryOnRez;
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EveryoneMask &= ~(uint) LLObject.ObjectFlags.ZlibCompressed;
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EveryoneMask &= ~(uint) LLObject.ObjectFlags.AllowInventoryDrop;
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EveryoneMask &= ~(uint) LLObject.ObjectFlags.AnimSource;
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EveryoneMask &= ~(uint) LLObject.ObjectFlags.Money;
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EveryoneMask &= ~(uint) LLObject.ObjectFlags.CastShadows;
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EveryoneMask &= ~(uint) LLObject.ObjectFlags.InventoryEmpty;
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EveryoneMask &= ~(uint) LLObject.ObjectFlags.CreateSelected;
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//EveryoneMask = (uint)OBJFULL_MASK_EVERYONE;
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// These are some flags that ObjectFlags (m_flags) should never have
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