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a few , mostly cosmetic, changes to osSetTerrainTextures and add prim inventory osSetTerrainTextures with a list of possible asset types to match
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@@ -4136,20 +4136,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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/// <param name="legacy"></param>
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/// <returns></returns>
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public void osSetTerrainTextures(LSL_List textures, LSL_Integer types)
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private static readonly int[] PBRAndTextureTypes = [(int)AssetType.Texture, (int)AssetType.Material];
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public void osSetTerrainTextures(LSL_List textures, LSL_Integer ltypes)
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{
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if(textures.Length != 4)
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return;
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IEstateModule estate = World.RequestModuleInterface<IEstateModule>();
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if(estate == null)
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IEstateModule estateModule = World.RequestModuleInterface<IEstateModule>();
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if (estateModule == null)
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return;
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if (!World.Permissions.IsGod(m_host.OwnerID))
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CheckThreatLevel(ThreatLevel.High, "osSetTerrainTexture");
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if(textures.Length != 4)
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{
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OSSLShoutError($"osSetTerrainTextures first argument is a list of keys or names that must have 4 elements");
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return;
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}
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int types = ltypes.value;
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if( types < 0 || types > 2)
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{
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OSSLShoutError($"osSetTerrainTextures second argument must be >=0 and <= 2");
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return;
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}
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List<UUID> ids = new(4);
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int changes = 0;
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bool hasChanges = false;
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for(int i = 0; i < textures.Length; i++)
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{
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string u = textures.GetStrictLSLStringItem(i);
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@@ -4159,24 +4170,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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if (!UUID.TryParse(u, out UUID id))
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{
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TaskInventoryItem item = m_host.Inventory.GetInventoryItem(u);
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if (item != null && (item.Type == (int)AssetType.Texture || item.Type == (int)AssetType.Material))
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id = item.AssetID;
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else
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TaskInventoryItem item = types == 1 ?
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m_host.Inventory.GetInventoryItem(u, PBRAndTextureTypes) :
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m_host.Inventory.GetInventoryItem(u,(int)AssetType.Texture);
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if (item == null)
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{
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OSSLShoutError($"Invalid key in osSetTerrainTextures texture {i}");
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OSSLShoutError($"Invalid key or asset type in osSetTerrainTextures texture {i}");
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return;
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}
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id = item.AssetID;
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}
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ids.Add(id);
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if(changes == 0 && id.IsNotZero())
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changes++;
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if(!hasChanges && id.IsNotZero())
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hasChanges = true;
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}
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}
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if(changes == 0)
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return;
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estate.SetEstateTerrainTextures(ids, types.value);
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if(hasChanges)
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estateModule.SetEstateTerrainTextures(ids, types);
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}
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/// <summary>
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