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https://github.com/opensim/opensim.git
synced 2026-08-10 11:33:28 +08:00
Massive tab and trailing space cleanup
This commit is contained in:
@@ -164,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.DebugFormat(
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"[AGENT INVENTORY]: Found folder {0} type {1} for item {2}",
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f.Name, (AssetType)f.Type, item.Name);
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item.Folder = f.ID;
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}
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else
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@@ -338,7 +338,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Update item with new asset
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item.AssetID = asset.FullID;
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group.UpdateInventoryItem(item);
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part.SendPropertiesToClient(remoteClient);
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// Trigger rerunning of script (use TriggerRezScript event, see RezScript)
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@@ -519,7 +519,7 @@ namespace OpenSim.Region.Framework.Scenes
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// needs to be found. If inventory item flags are updated
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// the viewer's notion of the item needs to be refreshed.
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//
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// In other situations we cannot send out a bulk update here, since this will cause editing of clothing to start
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// In other situations we cannot send out a bulk update here, since this will cause editing of clothing to start
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// failing frequently. Possibly this is a race with a separate transaction that uploads the asset.
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if (sendUpdate)
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remoteClient.SendBulkUpdateInventory(item);
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@@ -734,7 +734,7 @@ namespace OpenSim.Region.Framework.Scenes
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itemCopy.GroupPermissions = item.GroupPermissions & item.NextPermissions;
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itemCopy.BasePermissions = item.BasePermissions;
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}
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if (itemCopy.Folder == UUID.Zero)
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{
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InventoryFolderBase folder = null;
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@@ -826,7 +826,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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UUID newFolderId = UUID.Random();
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InventoryFolderBase newFolder
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InventoryFolderBase newFolder
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= new InventoryFolderBase(
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newFolderId, folder.Name, recipientId, folder.Type, recipientParentFolderId, folder.Version);
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InventoryService.AddFolder(newFolder);
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@@ -906,7 +906,7 @@ namespace OpenSim.Region.Framework.Scenes
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item.NextPermissions, item.GroupPermissions, Util.UnixTimeSinceEpoch(), false);
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}
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else
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{
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{
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// If item is transfer or permissions are off or calling agent is allowed to copy item owner's inventory item.
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if (((item.CurrentPermissions & (uint)PermissionMask.Transfer) != 0)
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&& (m_permissions.BypassPermissions()
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@@ -954,7 +954,7 @@ namespace OpenSim.Region.Framework.Scenes
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moveitems.Add(n);
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remoteClient.SendInventoryItemCreateUpdate(n, 0);
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}
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MoveInventoryItem(remoteClient, moveitems);
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}
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@@ -1308,9 +1308,9 @@ namespace OpenSim.Region.Framework.Scenes
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public InventoryItemBase MoveTaskInventoryItem(IClientAPI remoteClient, UUID folderId, SceneObjectPart part, UUID itemId, out string message)
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{
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m_log.DebugFormat(
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"[PRIM INVENTORY]: Adding item {0} from {1} to folder {2} for {3}",
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"[PRIM INVENTORY]: Adding item {0} from {1} to folder {2} for {3}",
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itemId, part.Name, folderId, remoteClient.Name);
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InventoryItemBase agentItem = CreateAgentInventoryItemFromTask(remoteClient.AgentId, part, itemId, out message);
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if (agentItem == null)
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return null;
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@@ -1377,7 +1377,7 @@ namespace OpenSim.Region.Framework.Scenes
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string message;
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InventoryItemBase item = MoveTaskInventoryItem(remoteClient, folderId, part, itemId, out message);
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if (item == null)
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remoteClient.SendAgentAlertMessage(message, false);
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}
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@@ -1712,7 +1712,7 @@ namespace OpenSim.Region.Framework.Scenes
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else // Updating existing item with new perms etc
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{
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// m_log.DebugFormat(
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// "[PRIM INVENTORY]: Updating item {0} in {1} for UpdateTaskInventory()",
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// "[PRIM INVENTORY]: Updating item {0} in {1} for UpdateTaskInventory()",
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// currentItem.Name, part.Name);
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// Only look for an uploaded updated asset if we are passed a transaction ID. This is only the
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@@ -1924,12 +1924,12 @@ namespace OpenSim.Region.Framework.Scenes
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return null;
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}
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AssetBase asset
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AssetBase asset
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= CreateAsset(
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itemBase.Name,
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itemBase.Description,
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itemBase.Name,
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itemBase.Description,
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(sbyte)itemBase.AssetType,
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Encoding.ASCII.GetBytes(scriptText),
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Encoding.ASCII.GetBytes(scriptText),
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agentID);
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AssetService.Store(asset);
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@@ -2008,8 +2008,8 @@ namespace OpenSim.Region.Framework.Scenes
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if ((destPart.GroupID == UUID.Zero) || (destPart.GroupID != srcPart.GroupID) ||
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((destPart.GroupMask & (uint)PermissionMask.Modify) == 0))
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return;
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}
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else
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}
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else
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{
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if ((destPart.OwnerMask & (uint)PermissionMask.Modify) == 0)
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return;
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@@ -2102,7 +2102,7 @@ namespace OpenSim.Region.Framework.Scenes
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List<uint> deleteIDs = new List<uint>();
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List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
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List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
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// Start with true for both, then remove the flags if objects
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// that we can't derez are part of the selection
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bool permissionToTake = true;
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@@ -2146,7 +2146,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (action != DeRezAction.Return)
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{
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m_log.WarnFormat(
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"[AGENT INVENTORY]: Ignoring attempt to {0} {1} {2} without a client",
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"[AGENT INVENTORY]: Ignoring attempt to {0} {1} {2} without a client",
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action, grp.Name, grp.UUID);
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return;
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}
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@@ -2166,7 +2166,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
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permissionToTake = false;
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if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
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permissionToDelete = false;
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}
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@@ -2471,9 +2471,9 @@ namespace OpenSim.Region.Framework.Scenes
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bool RezSelected, bool RemoveItem, UUID fromTaskID)
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{
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// m_log.DebugFormat(
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// "[PRIM INVENTORY]: RezObject from {0} for item {1} from task id {2}",
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// "[PRIM INVENTORY]: RezObject from {0} for item {1} from task id {2}",
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// remoteClient.Name, itemID, fromTaskID);
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if (fromTaskID == UUID.Zero)
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{
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IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
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@@ -2483,37 +2483,37 @@ namespace OpenSim.Region.Framework.Scenes
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RezSelected, RemoveItem, fromTaskID, false);
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}
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else
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{
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{
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SceneObjectPart part = GetSceneObjectPart(fromTaskID);
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if (part == null)
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{
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m_log.ErrorFormat(
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"[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such scene object",
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m_log.ErrorFormat(
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"[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such scene object",
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remoteClient.Name, itemID, fromTaskID);
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return;
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}
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TaskInventoryItem item = part.Inventory.GetInventoryItem(itemID);
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if (item == null)
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{
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m_log.ErrorFormat(
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"[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such item",
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m_log.ErrorFormat(
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"[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such item",
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remoteClient.Name, itemID, fromTaskID);
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return;
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}
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}
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byte bRayEndIsIntersection = (byte)(RayEndIsIntersection ? 1 : 0);
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Vector3 scale = new Vector3(0.5f, 0.5f, 0.5f);
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Vector3 pos = GetNewRezLocation(
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RayStart, RayEnd, RayTargetID, Quaternion.Identity,
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BypassRayCast, bRayEndIsIntersection, true, scale, false);
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BypassRayCast, bRayEndIsIntersection, true, scale, false);
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RezObject(part, item, pos, null, Vector3.Zero, 0, false);
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}
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}
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/// <summary>
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/// Rez an object into the scene from a prim's inventory.
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/// </summary>
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@@ -2691,7 +2691,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (ownerID != UUID.Zero)
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return;
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if (!Permissions.CanDeedObject(remoteClient.AgentId, groupID))
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return;
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}
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@@ -2701,8 +2701,8 @@ namespace OpenSim.Region.Framework.Scenes
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foreach (uint localID in localIDs)
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{
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SceneObjectPart part = GetSceneObjectPart(localID);
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if (part == null)
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continue;
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if (part == null)
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continue;
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if (!groups.Contains(part.ParentGroup))
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groups.Add(part.ParentGroup);
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@@ -2717,7 +2717,7 @@ namespace OpenSim.Region.Framework.Scenes
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sog.ScheduleGroupForFullUpdate();
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SceneObjectPart[] partList = sog.Parts;
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foreach (SceneObjectPart child in partList)
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{
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child.Inventory.ChangeInventoryOwner(ownerID);
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@@ -2756,8 +2756,8 @@ namespace OpenSim.Region.Framework.Scenes
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foreach (uint localID in localIDs)
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{
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SceneObjectPart part = GetSceneObjectPart(localID);
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if (part == null)
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continue;
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if (part == null)
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continue;
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part.SendPropertiesToClient(remoteClient);
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}
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}
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