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Add osNpcCreateOwned to create an owned NPC. Those can be sensed only by the owner, can be destroyed only by the owner and only the owner can save their appearance. Added "NPC" as a flag to llSensor to sense NPCs and exclude them from "AGENT" results.
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@@ -2076,10 +2076,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return retVal;
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}
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public LSL_Key osNpcCreateOwned(string firstname, string lastname, LSL_Vector position, string notecard)
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{
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CheckThreatLevel(ThreatLevel.High, "osNpcCreateOwned");
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return NpcCreate(firstname, lastname, position, notecard, true);
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}
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public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard)
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{
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CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
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CheckThreatLevel(ThreatLevel.High, "osNpcCreated");
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return NpcCreate(firstname, lastname, position, notecard, false);
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}
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private LSL_Key NpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, bool owned)
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{
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INPCModule module = World.RequestModuleInterface<INPCModule>();
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if (module != null)
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{
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@@ -2108,9 +2118,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (appearance == null)
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return new LSL_Key(UUID.Zero.ToString());
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UUID ownerID = UUID.Zero;
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if (owned)
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ownerID = m_host.OwnerID;
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UUID x = module.CreateNPC(firstname,
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lastname,
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new Vector3((float) position.x, (float) position.y, (float) position.z),
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ownerID,
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World,appearance);
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return new LSL_Key(x.ToString());
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@@ -2140,6 +2154,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (!npcModule.IsNPC(npcId, m_host.ParentGroup.Scene))
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return new LSL_Key(UUID.Zero.ToString());
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UUID ownerID = npcModule.GetOwner(npcId);
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if (ownerID != UUID.Zero && ownerID != m_host.OwnerID)
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return new LSL_Key(UUID.Zero.ToString());
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return SaveAppearanceToNotecard(npcId, notecard);
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}
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@@ -2319,7 +2337,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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INPCModule module = World.RequestModuleInterface<INPCModule>();
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if (module != null)
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{
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module.DeleteNPC(new UUID(npc.m_string), World);
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module.DeleteNPC(new UUID(npc.m_string), m_host.OwnerID, World);
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}
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}
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