Some typos fixed related to master avie removal
parent
e3d1d824e1
commit
e31131b40f
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@ -427,7 +427,7 @@ namespace OpenSim.Client.MXP.ClientStack
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pe.ObjectFragment.ObjectIndex = (uint)(m_scene.RegionInfo.RegionSettings.RegionUUID.GetHashCode() + ((long)int.MaxValue) / 2);
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pe.ObjectFragment.ParentObjectId = UUID.Zero.Guid;
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pe.ObjectFragment.ObjectName = "Terrain of " + m_scene.RegionInfo.RegionName;
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pe.ObjectFragment.OwnerId = m_scene.RegionInfo.EstateSettings.EstateOwner;
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pe.ObjectFragment.OwnerId = m_scene.RegionInfo.EstateSettings.EstateOwner.Guid;
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pe.ObjectFragment.TypeId = Guid.Empty;
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pe.ObjectFragment.TypeName = "Terrain";
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pe.ObjectFragment.Acceleration = new MsdVector3f();
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@ -56,7 +56,7 @@ namespace OpenSim.Region.DataSnapshot.Providers
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//Now in DataSnapshotProvider module form!
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XmlNode estatedata = factory.CreateNode(XmlNodeType.Element, "estate", "");
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ownerid = m_scene.RegionInfo.EstateSettings.EstateOwner;
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UUID ownerid = m_scene.RegionInfo.EstateSettings.EstateOwner;
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UserAccount userInfo = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, ownerid);
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//TODO: Change to query userserver about the master avatar UUID ?
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@ -212,7 +212,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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if (script.StartsWith("//MRM:C#"))
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{
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if (m_config.GetBoolean("OwnerOnly", true))
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if (m_scene.GetSceneObjectPart(localID).OwnerID != m_scene.RegionInfo.EstateSettings.EstateOwner)
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if (m_scene.GetSceneObjectPart(localID).OwnerID != m_scene.RegionInfo.EstateSettings.EstateOwner
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|| m_scene.GetSceneObjectPart(localID).CreatorID != m_scene.RegionInfo.EstateSettings.EstateOwner)
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return;
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@ -280,7 +280,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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public void GetGlobalEnvironment(uint localID, out IWorld world, out IHost host)
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{
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// UUID should be changed to object owner.
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UUID owner = m_scene.RegionInfo.EstateSettings.EstateOwner)
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UUID owner = m_scene.RegionInfo.EstateSettings.EstateOwner;
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SEUser securityUser = new SEUser(owner, "Name Unassigned");
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SecurityCredential creds = new SecurityCredential(securityUser, m_scene);
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