Estate managers should be allowed to add and remove new users, groups and bans to/from the estate settings.

avinationmerge
Tom 2010-08-06 09:53:40 -07:00
parent 0d4086e602
commit 03da22378e
1 changed files with 4 additions and 4 deletions

View File

@ -250,7 +250,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
if ((estateAccessType & 4) != 0) // User add
{
if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions())
if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
{
m_scene.RegionInfo.EstateSettings.AddEstateUser(user);
m_scene.RegionInfo.EstateSettings.Save();
@ -265,7 +265,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
}
if ((estateAccessType & 8) != 0) // User remove
{
if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions())
if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
{
m_scene.RegionInfo.EstateSettings.RemoveEstateUser(user);
m_scene.RegionInfo.EstateSettings.Save();
@ -280,7 +280,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
}
if ((estateAccessType & 16) != 0) // Group add
{
if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions())
if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
{
m_scene.RegionInfo.EstateSettings.AddEstateGroup(user);
m_scene.RegionInfo.EstateSettings.Save();
@ -294,7 +294,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
}
if ((estateAccessType & 32) != 0) // Group remove
{
if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions())
if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
{
m_scene.RegionInfo.EstateSettings.RemoveEstateGroup(user);
m_scene.RegionInfo.EstateSettings.Save();