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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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@@ -696,8 +696,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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Stop(0);
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SceneObjectPart part=m_Engine.World.GetSceneObjectPart(m_LocalID);
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part.GetInventoryItem(m_ItemID).PermsMask = 0;
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part.GetInventoryItem(m_ItemID).PermsGranter = UUID.Zero;
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part.Inventory.GetInventoryItem(m_ItemID).PermsMask = 0;
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part.Inventory.GetInventoryItem(m_ItemID).PermsGranter = UUID.Zero;
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AsyncCommandManager.RemoveScript(m_Engine, m_LocalID, m_ItemID);
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m_EventQueue.Clear();
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m_Script.ResetVars();
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@@ -721,8 +721,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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m_Script.ResetVars();
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SceneObjectPart part=m_Engine.World.GetSceneObjectPart(m_LocalID);
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part.GetInventoryItem(m_ItemID).PermsMask = 0;
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part.GetInventoryItem(m_ItemID).PermsGranter = UUID.Zero;
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part.Inventory.GetInventoryItem(m_ItemID).PermsMask = 0;
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part.Inventory.GetInventoryItem(m_ItemID).PermsGranter = UUID.Zero;
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AsyncCommandManager.RemoveScript(m_Engine, m_LocalID, m_ItemID);
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m_EventQueue.Clear();
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