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* refactor: Rip out SOP inventory from the partial into a separate class
* SceneObjectPartInventory.cs isn't a particularly good name but it's probably not got a long life * A proper inventory interface to follow * Parallel changes for other inventory partial classes to follow at a later date
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@@ -267,7 +267,7 @@ namespace OpenSim.Region.Environment.Modules.Agent.AssetTransaction
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m_userTransactions.Manager.MyScene.CommsManager.AssetCache.AddAsset(m_asset);
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if (part.UpdateInventoryItem(item))
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if (part.Inventory.UpdateInventoryItem(item))
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part.GetProperties(remoteClient);
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}
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@@ -796,7 +796,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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if ((part.OwnerMask & (uint)PermissionMask.Modify) == 0)
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return false;
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TaskInventoryItem ti = part.GetInventoryItem(notecard);
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TaskInventoryItem ti = part.Inventory.GetInventoryItem(notecard);
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if (ti == null)
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return false;
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@@ -1188,7 +1188,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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if ((part.OwnerMask & (uint)PermissionMask.Modify) == 0)
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return false;
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TaskInventoryItem ti = part.GetInventoryItem(script);
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TaskInventoryItem ti = part.Inventory.GetInventoryItem(script);
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if (ti == null)
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return false;
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@@ -1266,7 +1266,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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if ((part.OwnerMask & (uint)PermissionMask.Modify) == 0)
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return false;
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TaskInventoryItem ti = part.GetInventoryItem(notecard);
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TaskInventoryItem ti = part.Inventory.GetInventoryItem(notecard);
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if (ti == null)
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return false;
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