Implementing functing to send messages directly to attachments
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d4b8a13a1d
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ff867b59cf
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@ -3354,6 +3354,137 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return resp;
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}
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public void osMessageAttachments(LSL_Key avatar, string message, LSL_List attachmentPoints, int options)
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{
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CheckThreatLevel(ThreatLevel.Moderate, "osMessageAttachments");
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m_host.AddScriptLPS(1);
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UUID targetUUID;
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ScenePresence target;
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if (attachmentPoints.Length >= 1 && UUID.TryParse(avatar.ToString(), out targetUUID) && World.TryGetScenePresence(targetUUID, out target))
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{
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List<int> aps = new List<int>();
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foreach (object point in attachmentPoints.Data)
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{
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int ipoint;
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if (int.TryParse(point.ToString(), out ipoint))
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{
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aps.Add(ipoint);
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}
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}
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List<SceneObjectGroup> attachments = new List<SceneObjectGroup>();
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bool msgAll = aps.Contains(ScriptBaseClass.OS_ATTACH_MSG_ALL);
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bool invertPoints = (options & ScriptBaseClass.OS_ATTACH_MSG_INVERT_POINTS) != 0;
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if (msgAll && invertPoints)
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{
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return;
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}
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else if (msgAll || invertPoints)
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{
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attachments = target.GetAttachments();
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}
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else
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{
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foreach (int point in aps)
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{
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if (point > 0)
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{
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attachments.AddRange(target.GetAttachments((uint)point));
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}
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}
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}
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// if we have no attachments at this point, exit now
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if (attachments.Count == 0)
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{
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return;
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}
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List<SceneObjectGroup> ignoreThese = new List<SceneObjectGroup>();
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if (invertPoints)
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{
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foreach (SceneObjectGroup attachment in attachments)
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{
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if (aps.Contains((int)attachment.AttachmentPoint))
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{
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ignoreThese.Add(attachment);
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}
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}
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}
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foreach (SceneObjectGroup attachment in ignoreThese)
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{
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attachments.Remove(attachment);
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}
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ignoreThese.Clear();
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// if inverting removed all attachments to check, exit now
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if (attachments.Count < 1)
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{
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return;
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}
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if ((options & ScriptBaseClass.OS_ATTACH_MSG_OBJECT_CREATOR) != 0)
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{
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foreach (SceneObjectGroup attachment in attachments)
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{
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if (attachment.RootPart.CreatorID != m_host.CreatorID)
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{
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ignoreThese.Add(attachment);
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}
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}
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foreach (SceneObjectGroup attachment in ignoreThese)
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{
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attachments.Remove(attachment);
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}
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ignoreThese.Clear();
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// if filtering by same object creator removed all
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// attachments to check, exit now
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if (attachments.Count == 0)
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{
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return;
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}
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}
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if ((options & ScriptBaseClass.OS_ATTACH_MSG_SCRIPT_CREATOR) != 0)
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{
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foreach (SceneObjectGroup attachment in attachments)
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{
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if (attachment.RootPart.CreatorID != m_item.CreatorID)
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{
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ignoreThese.Add(attachment);
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}
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}
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foreach (SceneObjectGroup attachment in ignoreThese)
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{
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attachments.Remove(attachment);
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}
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ignoreThese.Clear();
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// if filtering by object creator must match originating
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// script creator removed all attachments to check,
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// exit now
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if (attachments.Count == 0)
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{
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return;
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}
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}
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foreach (SceneObjectGroup attachment in attachments)
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{
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MessageObject(attachment.RootPart.UUID, message);
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}
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}
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}
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#endregion
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/// <summary>
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@ -200,6 +200,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
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/// <returns></returns>
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LSL_List osGetNumberOfAttachments(LSL_Key avatar, LSL_List attachmentPoints);
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/// <summary>
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/// Sends a specified message to the specified avatar's attachments on
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/// the specified attachment points.
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/// </summary>
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/// <remarks>
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/// Behaves as osMessageObject(), without the sending script needing to know the attachment keys in advance.
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/// </remarks>
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/// <param name="avatar">avatar UUID</param>
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/// <param name="message">message string</param>
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/// <param name="attachmentPoints">list of ATTACH_* constants, or -1 for all attachments. If -1 is specified and OS_ATTACH_MSG_INVERT_POINTS is present in flags, no action is taken.</param>
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/// <param name="flags">flags further constraining the attachments to deliver the message to.</param>
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void osMessageAttachments(LSL_Key avatar, string message, LSL_List attachmentPoints, int flags);
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#endregion
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//texture draw functions
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@ -237,6 +237,58 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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public const int ATTACH_HUD_BOTTOM = 37;
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public const int ATTACH_HUD_BOTTOM_RIGHT = 38;
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#region osMessageAttachments constants
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/// <summary>
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/// Instructs osMessageAttachements to send the message to attachments
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/// on every point.
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/// </summary>
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/// <remarks>
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/// One might expect this to be named OS_ATTACH_ALL, but then one might
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/// also expect functions designed to attach or detach or get
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/// attachments to work with it too. Attaching a no-copy item to
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/// many attachments could be dangerous.
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/// when combined with OS_ATTACH_MSG_INVERT_POINTS, will prevent the
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/// message from being sent.
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/// if combined with OS_ATTACH_MSG_OBJECT_CREATOR or
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/// OS_ATTACH_MSG_SCRIPT_CREATOR, could result in no message being
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/// sent- this is expected behaviour.
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/// </remarks>
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public const int OS_ATTACH_MSG_ALL = -65535;
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/// <summary>
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/// Instructs osMessageAttachements to invert how the attachment points
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/// list should be treated (e.g. go from inclusive operation to
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/// exclusive operation).
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/// </summary>
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/// <remarks>
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/// This might be used if you want to deliver a message to one set of
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/// attachments and a different message to everything else. With
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/// this flag, you only need to build one explicit list for both calls.
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/// </remarks>
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public const int OS_ATTACH_MSG_INVERT_POINTS = 1;
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/// <summary>
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/// Instructs osMessageAttachments to only send the message to
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/// attachments with a CreatorID that matches the host object CreatorID
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/// </summary>
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/// <remarks>
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/// This would be used if distributed in an object vendor/updater server.
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/// </remarks>
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public const int OS_ATTACH_MSG_OBJECT_CREATOR = 2;
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/// <summary>
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/// Instructs osMessageAttachments to only send the message to
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/// attachments with a CreatorID that matches the sending script CreatorID
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/// </summary>
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/// <remarks>
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/// This might be used if the script is distributed independently of a
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/// containing object.
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/// </remarks>
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public const int OS_ATTACH_MSG_SCRIPT_CREATOR = 4;
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#endregion
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public const int LAND_LEVEL = 0;
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public const int LAND_RAISE = 1;
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public const int LAND_LOWER = 2;
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@ -316,6 +316,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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return m_OSSL_Functions.osGetNumberOfAttachments(avatar, attachmentPoints);
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}
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public void osMessageAttachments(LSL_Key avatar, string message, LSL_List attachmentPoints, int flags)
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{
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m_OSSL_Functions.osMessageAttachments(avatar, message, attachmentPoints, flags);
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}
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#endregion
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// Texture Draw functions
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