0001303: [PATCH] Make prim owner and data show for prims not owned. From Melanie. Thanks Melanie!

0.6.0-stable
Teravus Ovares 2008-05-17 02:07:38 +00:00
parent 349a17f664
commit fbc98ca537
1 changed files with 3 additions and 3 deletions

View File

@ -84,11 +84,11 @@ namespace OpenSim.Region.Environment.Scenes
{ {
if (((SceneObjectGroup) ent).LocalId == primLocalID) if (((SceneObjectGroup) ent).LocalId == primLocalID)
{ {
((SceneObjectGroup) ent).GetProperties(remoteClient);
((SceneObjectGroup) ent).IsSelected = true;
// A prim is only tainted if it's allowed to be edited by the person clicking it. // A prim is only tainted if it's allowed to be edited by the person clicking it.
if (ExternalChecks.ExternalChecksCanEditObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId) || ExternalChecks.ExternalChecksCanMoveObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId)) if (ExternalChecks.ExternalChecksCanEditObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId) || ExternalChecks.ExternalChecksCanMoveObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId))
{ {
((SceneObjectGroup) ent).GetProperties(remoteClient);
((SceneObjectGroup) ent).IsSelected = true;
LandChannel.SetPrimsTainted(); LandChannel.SetPrimsTainted();
} }
break; break;
@ -112,9 +112,9 @@ namespace OpenSim.Region.Environment.Scenes
{ {
if (((SceneObjectGroup) ent).LocalId == primLocalID) if (((SceneObjectGroup) ent).LocalId == primLocalID)
{ {
((SceneObjectGroup) ent).IsSelected = false;
if (ExternalChecks.ExternalChecksCanEditObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId) || ExternalChecks.ExternalChecksCanMoveObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId)) if (ExternalChecks.ExternalChecksCanEditObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId) || ExternalChecks.ExternalChecksCanMoveObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId))
{ {
((SceneObjectGroup) ent).IsSelected = false;
LandChannel.SetPrimsTainted(); LandChannel.SetPrimsTainted();
((SceneObjectGroup)ent).ScheduleGroupForTerseUpdate(); ((SceneObjectGroup)ent).ScheduleGroupForTerseUpdate();
break; break;