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Thank you, tyre, for a patch that fixes a null reference in LSL
function llOverMyLand().
This commit is contained in:
@@ -4241,26 +4241,25 @@ namespace OpenSim.Region.ScriptEngine.Common
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public LSL_Types.LSLInteger llOverMyLand(string id)
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{
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m_host.AddScriptLPS(1);
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LLUUID key = new LLUUID();
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if (LLUUID.TryParse(id,out key))
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{
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SceneObjectPart obj = new SceneObjectPart();
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obj = World.GetSceneObjectPart(World.Entities[key].LocalId);
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if (obj.OwnerID == World.GetLandOwner(obj.AbsolutePosition.X, obj.AbsolutePosition.Y))
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ScenePresence presence = World.GetScenePresence(key);
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if (presence != null) // object is an avatar
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{
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return 1;
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if (m_host.OwnerID == World.GetLandOwner(presence.AbsolutePosition.X, presence.AbsolutePosition.Y))
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return 1;
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}
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else
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else // object is not an avatar
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{
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return 0;
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SceneObjectPart obj = World.GetSceneObjectPart(key);
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if (obj != null)
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if (m_host.OwnerID == World.GetLandOwner(obj.AbsolutePosition.X, obj.AbsolutePosition.Y))
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return 1;
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}
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}
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else
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{
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return 0;
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}
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return 0;
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}
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public string llGetLandOwnerAt(LSL_Types.Vector3 pos)
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@@ -4151,26 +4151,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public LSL_Types.LSLInteger llOverMyLand(string id)
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{
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m_host.AddScriptLPS(1);
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LLUUID key = new LLUUID();
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if (LLUUID.TryParse(id,out key))
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{
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SceneObjectPart obj = new SceneObjectPart();
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obj = World.GetSceneObjectPart(World.Entities[key].LocalId);
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if (obj.OwnerID == World.GetLandOwner(obj.AbsolutePosition.X, obj.AbsolutePosition.Y))
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ScenePresence presence = World.GetScenePresence(key);
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if (presence != null) // object is an avatar
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{
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return 1;
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if (m_host.OwnerID == World.GetLandOwner(presence.AbsolutePosition.X, presence.AbsolutePosition.Y))
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return 1;
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}
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else
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else // object is not an avatar
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{
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return 0;
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SceneObjectPart obj = World.GetSceneObjectPart(key);
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if (obj != null)
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if (m_host.OwnerID == World.GetLandOwner(obj.AbsolutePosition.X, obj.AbsolutePosition.Y))
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return 1;
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}
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}
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else
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{
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return 0;
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}
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return 0;
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}
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public string llGetLandOwnerAt(LSL_Types.Vector3 pos)
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