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* EXPERIMENTAL ROUGH DRAFT: First rough implementation of avatar to avatar item giving
* Now you can drag an object from your inventory and give it to another avatar * !!! Use at your own risk !!! Many things are unimplemented as of yet, including permissions (the person receiving your item can probably do absolutely everything with it) * Also, items for the receiving end up in their root folder rather than the objects folder
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@@ -70,13 +70,17 @@ namespace OpenSim.Region.Environment.Modules
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uint ParentEstateID, LLVector3 Position, LLUUID RegionID,
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byte[] binaryBucket)
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{
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bool FriendDialog = ((dialog == (byte)38) || (dialog == (byte)39) || (dialog == (byte)40));
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bool dialogHandledElsewhere
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= ((dialog == (byte)38) || (dialog == (byte)39) || (dialog == (byte)40)
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|| dialog == (byte)InstantMessageDialog.InventoryOffered
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|| dialog == (byte)InstantMessageDialog.InventoryAccepted
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|| dialog == (byte)InstantMessageDialog.InventoryDeclined);
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// IM dialogs need to be pre-processed and have their sessionID filled by the server
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// so the sim can match the transaction on the return packet.
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// Don't send a Friend Dialog IM with a LLUUID.Zero session.
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if (!(FriendDialog && imSessionID == LLUUID.Zero))
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if (!(dialogHandledElsewhere && imSessionID == LLUUID.Zero))
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{
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foreach (Scene scene in m_scenes)
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{
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