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Fix a compile issue and reintroduce the "GOD" script option
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@@ -310,7 +310,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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foreach (string id in ids)
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{
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string current = id.Trim();
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if (current.ToUpper() == "PARCEL_GROUP_MEMBER" || current.ToUpper() == "PARCEL_OWNER" || current.ToUpper() == "ESTATE_MANAGER" || current.ToUpper() == "ESTATE_OWNER" || current.ToUpper() == "ACTIVE_GOD" || current.ToUpper() == "GRID_GOD")
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if (current.ToUpper() == "PARCEL_GROUP_MEMBER" || current.ToUpper() == "PARCEL_OWNER" || current.ToUpper() == "ESTATE_MANAGER" || current.ToUpper() == "ESTATE_OWNER" || current.ToUpper() == "ACTIVE_GOD" || current.ToUpper() == "GRID_GOD" || current.ToUpper() == "GOD")
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{
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if (!perms.AllowedOwnerClasses.Contains(current))
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perms.AllowedOwnerClasses.Add(current.ToUpper());
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@@ -425,6 +425,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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}
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//Any god may use the function
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if (m_FunctionPerms[function].AllowedOwnerClasses.Contains("GOD"))
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{
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if (World.Permissions.IsAdministrator(ownerID))
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{
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return String.Empty;
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}
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}
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//Only active gods may use the function
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if (m_FunctionPerms[function].AllowedOwnerClasses.Contains("ACTIVE_GOD"))
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{
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