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Added a invalidCollisionSoundUUID so that scripts can stop all collision sounds with llCollisionSound("",...). UUID.Zero means defaults should be used. In case part has several scripts with confliting llCollisionSound result depende on exec order. Specially on reset the efect of "" depends on reset order, it should override the others. This is intermediate improve(?) since collisions sounds seem to need a deaper revision.
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@@ -4779,7 +4779,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public void llCollisionSound(string impact_sound, double impact_volume)
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{
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m_host.AddScriptLPS(1);
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if(impact_sound == "")
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{
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m_host.CollisionSoundVolume = (float)impact_volume;
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m_host.CollisionSound = m_host.invalidCollisionSoundUUID;
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return;
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}
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// TODO: Parameter check logic required.
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UUID soundId = UUID.Zero;
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if (!UUID.TryParse(impact_sound, out soundId))
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@@ -4795,8 +4801,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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m_host.TaskInventory.LockItemsForRead(false);
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}
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m_host.CollisionSound = soundId;
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m_host.CollisionSoundVolume = (float)impact_volume;
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m_host.CollisionSound = soundId;
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}
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public LSL_String llGetAnimation(string id)
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@@ -847,6 +847,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
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part.Inventory.GetInventoryItem(ItemID).PermsMask = 0;
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part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero;
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part.CollisionSound = UUID.Zero;
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AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
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EventQueue.Clear();
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m_Script.ResetVars();
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@@ -873,6 +874,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
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part.Inventory.GetInventoryItem(ItemID).PermsMask = 0;
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part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero;
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part.CollisionSound = UUID.Zero;
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AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
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EventQueue.Clear();
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