diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs index c343e93c2d..ca340c62ae 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs @@ -748,7 +748,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { // High because there is no security check. High griefer potential // - CheckThreatLevel(ThreatLevel.High, "osTeleportAgent"); + CheckThreatLevel(ThreatLevel.Severe, "osTeleportAgent"); TeleportAgent(agent, regionName, position, lookat, false); } @@ -765,11 +765,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { // For osTeleportAgent, agent must be over owners land to avoid abuse // For osTeleportOwner, this restriction isn't necessary - if (relaxRestrictions || - m_host.OwnerID - == World.LandChannel.GetLandObject( - presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) - { + + // commented out because its redundant and uneeded please remove eventually. + // if (relaxRestrictions || + // m_host.OwnerID + // == World.LandChannel.GetLandObject( + // presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) + // { + // We will launch the teleport on a new thread so that when the script threads are terminated // before teleport in ScriptInstance.GetXMLState(), we don't end up aborting the one doing the teleporting. Util.FireAndForget( @@ -778,7 +781,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api new Vector3((float)lookat.x, (float)lookat.y, (float)lookat.z), (uint)TPFlags.ViaLocation)); ScriptSleep(5000); - } + + // } + } } } @@ -787,7 +792,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { // High because there is no security check. High griefer potential // - CheckThreatLevel(ThreatLevel.High, "osTeleportAgent"); + CheckThreatLevel(ThreatLevel.Severe, "osTeleportAgent"); TeleportAgent(agent, regionX, regionY, position, lookat, false); } @@ -806,11 +811,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { // For osTeleportAgent, agent must be over owners land to avoid abuse // For osTeleportOwner, this restriction isn't necessary - if (relaxRestrictions || - m_host.OwnerID - == World.LandChannel.GetLandObject( - presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) - { + + // commented out because its redundant and uneeded please remove eventually. + // if (relaxRestrictions || + // m_host.OwnerID + // == World.LandChannel.GetLandObject( + // presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) + // { + // We will launch the teleport on a new thread so that when the script threads are terminated // before teleport in ScriptInstance.GetXMLState(), we don't end up aborting the one doing the teleporting. Util.FireAndForget( @@ -819,7 +827,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api new Vector3((float)lookat.x, (float)lookat.y, (float)lookat.z), (uint)TPFlags.ViaLocation)); ScriptSleep(5000); - } + + // } + } } }