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authorTeravus Ovares2008-05-05 00:03:30 +0000
committerTeravus Ovares2008-05-05 00:03:30 +0000
commit1130c3067cb1d54c5a96ace2bc3f2519cf3916c1 (patch)
tree7d714dc93a76a1cdcdd65035558039633db87a1e /OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
parent* Implemented DIE_AT_EDGE and Temporary objects don't save to the database. (diff)
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* A bit of spice from here, a pinch of salt from there, some brains that attracts zombies.. a recipe for llRezObject
* Original patch by YZh Thanks YZH!!!! * object_rez event patch by Melanie, Thanks Melanie!!! * Some fixups, some missing things(velocity,rotation) * script delay * Recoil * Standard error messages * Standard silent failures * Easter egg management
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/Scene.Inventory.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.Inventory.cs64
1 files changed, 63 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
index 1c7e98e..ee52a66 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
@@ -1353,7 +1353,69 @@ namespace OpenSim.Region.Environment.Scenes
1353 } 1353 }
1354 return null; 1354 return null;
1355 } 1355 }
1356 1356
1357 public virtual SceneObjectGroup RezObject(TaskInventoryItem item, LLVector3 pos, LLQuaternion rot, LLVector3 vel, int param)
1358 {
1359 // Rez object
1360 if (item != null)
1361 {
1362 LLUUID ownerID = item.OwnerID;
1363
1364 if (!PermissionsMngr.CanRezObject(ownerID, pos))
1365 {
1366 return null;
1367 }
1368
1369 AssetBase rezAsset = AssetCache.GetAsset(item.AssetID, false);
1370
1371 if (rezAsset != null)
1372 {
1373 string xmlData = Helpers.FieldToUTF8String(rezAsset.Data);
1374 SceneObjectGroup group = new SceneObjectGroup(this, m_regionHandle, xmlData);
1375 group.ResetIDs();
1376 AddEntity(group);
1377
1378 // we set it's position in world.
1379 group.AbsolutePosition = pos;
1380
1381 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
1382
1383 // Since renaming the item in the inventory does not affect the name stored
1384 // in the serialization, transfer the correct name from the inventory to the
1385 // object itself before we rez.
1386 rootPart.Name = item.Name;
1387 rootPart.Description = item.Description;
1388
1389 List<SceneObjectPart> partList = new List<SceneObjectPart>(group.Children.Values);
1390 foreach (SceneObjectPart part in partList)
1391 {
1392 if (part.OwnerID != item.OwnerID)
1393 {
1394 part.LastOwnerID = part.OwnerID;
1395 part.OwnerID = item.OwnerID;
1396 part.EveryoneMask = item.EveryoneMask;
1397 part.BaseMask = item.BaseMask;
1398 part.OwnerMask = item.OwnerMask;
1399 part.NextOwnerMask = item.NextOwnerMask;
1400 part.ChangeInventoryOwner(item.OwnerID);
1401 }
1402 }
1403 rootPart.TrimPermissions();
1404 if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
1405 {
1406 group.ClearPartAttachmentData();
1407 }
1408 group.UpdateGroupRotation(rot);
1409 group.ApplyPhysics(m_physicalPrim);
1410 group.Velocity = vel;
1411 group.StartScripts();
1412 rootPart.ScheduleFullUpdate();
1413 return rootPart.ParentGroup;
1414 }
1415
1416 }
1417 return null;
1418 }
1357 1419
1358 } 1420 }
1359} 1421}