diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index edabc2e85c..e18d9cfad9 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -10526,7 +10526,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return new LSL_Vector(); m_host.TaskInventory.LockItemsForRead(true); - if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) + + UUID agentID = m_host.TaskInventory[invItemID].PermsGranter; + +// if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) + if (agentID == UUID.Zero) { m_host.TaskInventory.LockItemsForRead(false); return new LSL_Vector(); @@ -10540,7 +10544,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } m_host.TaskInventory.LockItemsForRead(false); - ScenePresence presence = World.GetScenePresence(m_host.OwnerID); +// ScenePresence presence = World.GetScenePresence(m_host.OwnerID); + ScenePresence presence = World.GetScenePresence(agentID); if (presence != null) { LSL_Vector pos = new LSL_Vector(presence.CameraPosition.X, presence.CameraPosition.Y, presence.CameraPosition.Z); @@ -10557,7 +10562,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return new LSL_Rotation(); m_host.TaskInventory.LockItemsForRead(true); - if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) + + UUID agentID = m_host.TaskInventory[invItemID].PermsGranter; + +// if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) + if (agentID == UUID.Zero) { m_host.TaskInventory.LockItemsForRead(false); return new LSL_Rotation(); @@ -10570,7 +10579,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } m_host.TaskInventory.LockItemsForRead(false); - ScenePresence presence = World.GetScenePresence(m_host.OwnerID); +// ScenePresence presence = World.GetScenePresence(m_host.OwnerID); + ScenePresence presence = World.GetScenePresence(agentID); if (presence != null) { return new LSL_Rotation(presence.CameraRotation.X, presence.CameraRotation.Y, presence.CameraRotation.Z, presence.CameraRotation.W);