on join parcels, keep the information of the larger parcel, since thats how its expected now
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2a354f6c28
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@ -1031,53 +1031,58 @@ namespace OpenSim.Region.CoreModules.World.Land
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/// <summary>
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/// Join 2 land objects together
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/// </summary>
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/// <param name="start_x">x value in first piece of land</param>
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/// <param name="start_y">y value in first piece of land</param>
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/// <param name="end_x">x value in second peice of land</param>
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/// <param name="end_y">y value in second peice of land</param>
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/// <param name="start_x">start x of selection area</param>
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/// <param name="start_y">start y of selection area</param>
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/// <param name="end_x">end x of selection area</param>
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/// <param name="end_y">end y of selection area</param>
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/// <param name="attempting_user_id">UUID of the avatar trying to join the land objects</param>
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/// <returns>Returns true if successful</returns>
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private void join(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
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{
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end_x -= 4;
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end_y -= 4;
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int index = 0;
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int maxindex = -1;
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int maxArea = 0;
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List<ILandObject> selectedLandObjects = new List<ILandObject>();
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int stepYSelected;
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for (stepYSelected = start_y; stepYSelected <= end_y; stepYSelected += 4)
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for (int x = start_x; x < end_x; x += 4)
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{
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int stepXSelected;
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for (stepXSelected = start_x; stepXSelected <= end_x; stepXSelected += 4)
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for (int y = start_y; y < end_y; y += 4)
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{
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ILandObject p = GetLandObject(stepXSelected, stepYSelected);
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ILandObject p = GetLandObject(x, y);
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if (p != null)
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{
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if (!selectedLandObjects.Contains(p))
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{
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selectedLandObjects.Add(p);
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}
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}
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}
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}
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ILandObject masterLandObject = selectedLandObjects[0];
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selectedLandObjects.RemoveAt(0);
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if (selectedLandObjects.Count < 1)
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if(p.LandData.Area > maxArea)
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{
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return;
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maxArea = p.LandData.Area;
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maxindex = index;
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}
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index++;
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}
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}
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}
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}
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if(maxindex < 0 || selectedLandObjects.Count < 2)
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return;
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ILandObject masterLandObject = selectedLandObjects[maxindex];
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selectedLandObjects.RemoveAt(maxindex);
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if (!m_scene.Permissions.CanEditParcelProperties(attempting_user_id, masterLandObject, GroupPowers.LandDivideJoin, true))
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{
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return;
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}
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UUID masterOwner = masterLandObject.LandData.OwnerID;
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foreach (ILandObject p in selectedLandObjects)
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{
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if (p.LandData.OwnerID != masterLandObject.LandData.OwnerID)
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{
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if (p.LandData.OwnerID != masterOwner)
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return;
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}
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}
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lock (m_landList)
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{
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