* Refactored away permissions and physics flag duplications
parent
0d5d111619
commit
6e22faf73e
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@ -467,17 +467,8 @@ namespace OpenSim.Region.Environment.Scenes
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LLObject.ObjectFlags.CreateSelected |
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LLObject.ObjectFlags.CreateSelected |
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LLObject.ObjectFlags.ObjectOwnerModify;
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LLObject.ObjectFlags.ObjectOwnerModify;
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if (!ParentGroup.m_scene.PermissionsMngr.BypassPermissions)
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ApplyPermissions();
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{
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ApplyPhysics();
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EveryoneMask = (uint)m_flags;
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EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOwner;
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EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectTransfer;
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EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectCopy;
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EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectModify;
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EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectMove;
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EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectAnyOwner;
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EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOfficer;
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}
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ScheduleFullUpdate();
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ScheduleFullUpdate();
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}
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}
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@ -505,36 +496,19 @@ namespace OpenSim.Region.Environment.Scenes
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LastOwnerID = lastOwnerID;
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LastOwnerID = lastOwnerID;
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UUID = LLUUID.Random();
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UUID = LLUUID.Random();
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LocalID = (uint) (localID);
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LocalID = (uint) (localID);
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// Todo: Add More parameters from above
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Shape = shape;
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Shape = shape;
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OwnershipCost = 0;
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OwnershipCost = 0;
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ObjectSaleType = (byte)0;
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ObjectSaleType = (byte)0;
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SalePrice = 0;
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SalePrice = 0;
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Category = (uint)0;
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Category = (uint)0;
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// End Todo: ///
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LastOwnerID = CreatorID;
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LastOwnerID = CreatorID;
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OffsetPosition = position;
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OffsetPosition = position;
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RotationOffset = rotation;
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RotationOffset = rotation;
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ObjectFlags = flags;
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ObjectFlags = flags;
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if (!ParentGroup.m_scene.PermissionsMngr.BypassPermissions)
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ApplyPermissions();
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{
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ApplyPhysics();
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EveryoneMask = (uint)m_flags;
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EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOwner;
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EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectTransfer;
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EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectCopy;
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EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectModify;
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EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectMove;
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EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectAnyOwner;
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EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOfficer;
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}
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else
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{
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EveryoneMask = ObjectFlags;
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}
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bool UsePhysics = ((ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0);
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DoPhysicsPropertyUpdate(UsePhysics, true);
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ScheduleFullUpdate();
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ScheduleFullUpdate();
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}
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}
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