* 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
This commit is contained in:
Justin Clarke Casey
2008-04-07 01:46:00 +00:00
parent 7149c8b0c6
commit dfe5e9d4eb
6 changed files with 349 additions and 12 deletions

View File

@@ -70,13 +70,17 @@ namespace OpenSim.Region.Environment.Modules
uint ParentEstateID, LLVector3 Position, LLUUID RegionID,
byte[] binaryBucket)
{
bool FriendDialog = ((dialog == (byte)38) || (dialog == (byte)39) || (dialog == (byte)40));
bool dialogHandledElsewhere
= ((dialog == (byte)38) || (dialog == (byte)39) || (dialog == (byte)40)
|| dialog == (byte)InstantMessageDialog.InventoryOffered
|| dialog == (byte)InstantMessageDialog.InventoryAccepted
|| dialog == (byte)InstantMessageDialog.InventoryDeclined);
// IM dialogs need to be pre-processed and have their sessionID filled by the server
// so the sim can match the transaction on the return packet.
// Don't send a Friend Dialog IM with a LLUUID.Zero session.
if (!(FriendDialog && imSessionID == LLUUID.Zero))
if (!(dialogHandledElsewhere && imSessionID == LLUUID.Zero))
{
foreach (Scene scene in m_scenes)
{