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-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs12
1 files changed, 8 insertions, 4 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index aa5d381..0104823 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -1141,6 +1141,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1141 part.OwnerID = item.Owner; 1141 part.OwnerID = item.Owner;
1142 part.RezzerID = item.Owner; 1142 part.RezzerID = item.Owner;
1143 part.Inventory.ChangeInventoryOwner(item.Owner); 1143 part.Inventory.ChangeInventoryOwner(item.Owner);
1144
1145 // This applies the base mask from the item as the next
1146 // permissions for the object. This is correct because the
1147 // giver's base mask was masked by the giver's next owner
1148 // mask, so the base mask equals the original next owner mask.
1149 part.NextOwnerMask = item.BasePermissions;
1144 } 1150 }
1145 1151
1146 so.ApplyNextOwnerPermissions(); 1152 so.ApplyNextOwnerPermissions();
@@ -1152,10 +1158,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1152 { 1158 {
1153 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0) 1159 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
1154 { 1160 {
1155 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0) 1161 part.EveryoneMask = item.EveryOnePermissions & part.BaseMask;
1156 part.EveryoneMask = item.EveryOnePermissions & part.BaseMask; 1162 part.NextOwnerMask = item.NextPermissions & part.BaseMask;
1157 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1158 part.NextOwnerMask = item.NextPermissions & part.BaseMask;
1159 } 1163 }
1160 } 1164 }
1161 } 1165 }