Implement PERMISSION_TELEPORT and the needed checks to make it work.
Old auth system still works as well.avinationmerge
parent
9589a09eda
commit
bd87eb90d1
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@ -4641,20 +4641,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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ScenePresence presence = World.GetScenePresence(agentId);
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if (presence != null && presence.PresenceType != PresenceType.Npc)
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{
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// agent must not be a god
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if (presence.GodLevel >= 200) return;
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if (destination == String.Empty)
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destination = World.RegionInfo.RegionName;
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// agent must be over the owners land
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if (m_host.OwnerID == World.LandChannel.GetLandObject(presence.AbsolutePosition).LandData.OwnerID)
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if (m_item.PermsGranter == agentId)
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{
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if ((m_item.PermsMask & ScriptBaseClass.PERMISSION_TELEPORT) != 0)
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{
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DoLLTeleport(presence, destination, targetPos, targetLookAt);
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}
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}
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// agent must be wearing the object
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if (m_host.ParentGroup.AttachmentPoint != 0 && m_host.OwnerID == presence.UUID)
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{
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DoLLTeleport(presence, destination, targetPos, targetLookAt);
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}
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else // or must be wearing the prim
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else
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{
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if (m_host.ParentGroup.AttachmentPoint != 0 && m_host.OwnerID == presence.UUID)
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// agent must not be a god
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if (presence.GodLevel >= 200) return;
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// agent must be over the owners land
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ILandObject agentLand = World.LandChannel.GetLandObject(presence.AbsolutePosition);
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ILandObject objectLand = World.LandChannel.GetLandObject(m_host.AbsolutePosition);
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if (m_host.OwnerID == objectLand.LandData.OwnerID && m_host.OwnerID == agentLand.LandData.OwnerID)
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{
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DoLLTeleport(presence, destination, targetPos, targetLookAt);
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}
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@ -80,6 +80,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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public const int PERMISSION_CHANGE_PERMISSIONS = 512;
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public const int PERMISSION_TRACK_CAMERA = 1024;
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public const int PERMISSION_CONTROL_CAMERA = 2048;
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public const int PERMISSION_TELEPORT = 4096;
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public const int AGENT_FLYING = 1;
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public const int AGENT_ATTACHMENTS = 2;
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