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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs227
1 files changed, 148 insertions, 79 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 703b986..89b98af 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -177,6 +178,15 @@ namespace OpenSim.Region.Framework.Scenes
177 178
178 public UUID FromFolderID; 179 public UUID FromFolderID;
179 180
181 // The following two are to hold the attachment data
182 // while an object is inworld
183 [XmlIgnore]
184 public byte AttachPoint = 0;
185
186 [XmlIgnore]
187 public Vector3 AttachOffset = Vector3.Zero;
188
189 [XmlIgnore]
180 public int STATUS_ROTATE_X; 190 public int STATUS_ROTATE_X;
181 191
182 public int STATUS_ROTATE_Y; 192 public int STATUS_ROTATE_Y;
@@ -246,6 +256,7 @@ namespace OpenSim.Region.Framework.Scenes
246 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 256 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
247 private Vector3 m_sitTargetPosition; 257 private Vector3 m_sitTargetPosition;
248 private string m_sitAnimation = "SIT"; 258 private string m_sitAnimation = "SIT";
259 private bool m_occupied; // KF if any av is sitting on this prim
249 private string m_text = String.Empty; 260 private string m_text = String.Empty;
250 private string m_touchName = String.Empty; 261 private string m_touchName = String.Empty;
251 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 262 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
@@ -289,6 +300,7 @@ namespace OpenSim.Region.Framework.Scenes
289 protected Vector3 m_lastAcceleration; 300 protected Vector3 m_lastAcceleration;
290 protected Vector3 m_lastAngularVelocity; 301 protected Vector3 m_lastAngularVelocity;
291 protected int m_lastTerseSent; 302 protected int m_lastTerseSent;
303 protected float m_buoyancy = 0.0f;
292 304
293 /// <summary> 305 /// <summary>
294 /// Stores media texture data 306 /// Stores media texture data
@@ -341,7 +353,7 @@ namespace OpenSim.Region.Framework.Scenes
341 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 353 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
342 Quaternion rotationOffset, Vector3 offsetPosition) 354 Quaternion rotationOffset, Vector3 offsetPosition)
343 { 355 {
344 m_name = "Primitive"; 356 m_name = "Object";
345 357
346 Rezzed = DateTime.UtcNow; 358 Rezzed = DateTime.UtcNow;
347 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 359 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -396,7 +408,7 @@ namespace OpenSim.Region.Framework.Scenes
396 private uint _ownerMask = (uint)PermissionMask.All; 408 private uint _ownerMask = (uint)PermissionMask.All;
397 private uint _groupMask = (uint)PermissionMask.None; 409 private uint _groupMask = (uint)PermissionMask.None;
398 private uint _everyoneMask = (uint)PermissionMask.None; 410 private uint _everyoneMask = (uint)PermissionMask.None;
399 private uint _nextOwnerMask = (uint)PermissionMask.All; 411 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
400 private PrimFlags _flags = PrimFlags.None; 412 private PrimFlags _flags = PrimFlags.None;
401 private DateTime m_expires; 413 private DateTime m_expires;
402 private DateTime m_rezzed; 414 private DateTime m_rezzed;
@@ -495,12 +507,16 @@ namespace OpenSim.Region.Framework.Scenes
495 } 507 }
496 508
497 /// <value> 509 /// <value>
498 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 510 /// Get the inventory list
499 /// </value> 511 /// </value>
500 public TaskInventoryDictionary TaskInventory 512 public TaskInventoryDictionary TaskInventory
501 { 513 {
502 get { return m_inventory.Items; } 514 get {
503 set { m_inventory.Items = value; } 515 return m_inventory.Items;
516 }
517 set {
518 m_inventory.Items = value;
519 }
504 } 520 }
505 521
506 /// <summary> 522 /// <summary>
@@ -641,14 +657,12 @@ namespace OpenSim.Region.Framework.Scenes
641 set { m_LoopSoundSlavePrims = value; } 657 set { m_LoopSoundSlavePrims = value; }
642 } 658 }
643 659
644
645 public Byte[] TextureAnimation 660 public Byte[] TextureAnimation
646 { 661 {
647 get { return m_TextureAnimation; } 662 get { return m_TextureAnimation; }
648 set { m_TextureAnimation = value; } 663 set { m_TextureAnimation = value; }
649 } 664 }
650 665
651
652 public Byte[] ParticleSystem 666 public Byte[] ParticleSystem
653 { 667 {
654 get { return m_particleSystem; } 668 get { return m_particleSystem; }
@@ -685,9 +699,11 @@ namespace OpenSim.Region.Framework.Scenes
685 { 699 {
686 // If this is a linkset, we don't want the physics engine mucking up our group position here. 700 // If this is a linkset, we don't want the physics engine mucking up our group position here.
687 PhysicsActor actor = PhysActor; 701 PhysicsActor actor = PhysActor;
688 if (actor != null && _parentID == 0) 702 if (_parentID == 0)
689 { 703 {
690 m_groupPosition = actor.Position; 704 if (actor != null)
705 m_groupPosition = actor.Position;
706 return m_groupPosition;
691 } 707 }
692 708
693 if (m_parentGroup.IsAttachment) 709 if (m_parentGroup.IsAttachment)
@@ -697,12 +713,14 @@ namespace OpenSim.Region.Framework.Scenes
697 return sp.AbsolutePosition; 713 return sp.AbsolutePosition;
698 } 714 }
699 715
716 // use root prim's group position. Physics may have updated it
717 if (ParentGroup.RootPart != this)
718 m_groupPosition = ParentGroup.RootPart.GroupPosition;
700 return m_groupPosition; 719 return m_groupPosition;
701 } 720 }
702 set 721 set
703 { 722 {
704 m_groupPosition = value; 723 m_groupPosition = value;
705
706 PhysicsActor actor = PhysActor; 724 PhysicsActor actor = PhysActor;
707 if (actor != null) 725 if (actor != null)
708 { 726 {
@@ -722,22 +740,13 @@ namespace OpenSim.Region.Framework.Scenes
722 740
723 // Tell the physics engines that this prim changed. 741 // Tell the physics engines that this prim changed.
724 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 742 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
743
725 } 744 }
726 catch (Exception e) 745 catch (Exception e)
727 { 746 {
728 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 747 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
729 } 748 }
730 } 749 }
731
732 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
733 if (m_sitTargetAvatar != UUID.Zero)
734 {
735 ScenePresence avatar;
736 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
737 {
738 avatar.ParentPosition = GetWorldPosition();
739 }
740 }
741 } 750 }
742 } 751 }
743 752
@@ -746,7 +755,7 @@ namespace OpenSim.Region.Framework.Scenes
746 get { return m_offsetPosition; } 755 get { return m_offsetPosition; }
747 set 756 set
748 { 757 {
749// StoreUndoState(); 758 Vector3 oldpos = m_offsetPosition;
750 m_offsetPosition = value; 759 m_offsetPosition = value;
751 760
752 if (ParentGroup != null && !ParentGroup.IsDeleted) 761 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -761,7 +770,22 @@ namespace OpenSim.Region.Framework.Scenes
761 if (m_parentGroup.Scene != null) 770 if (m_parentGroup.Scene != null)
762 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 771 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
763 } 772 }
773
774 if (!m_parentGroup.m_dupeInProgress)
775 {
776 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
777 foreach (ScenePresence av in avs)
778 {
779 if (av.ParentID == m_localId)
780 {
781 Vector3 offset = (m_offsetPosition - oldpos);
782 av.AbsolutePosition += offset;
783 av.SendAvatarDataToAllAgents();
784 }
785 }
786 }
764 } 787 }
788 TriggerScriptChangedEvent(Changed.POSITION);
765 } 789 }
766 } 790 }
767 791
@@ -888,7 +912,16 @@ namespace OpenSim.Region.Framework.Scenes
888 /// <summary></summary> 912 /// <summary></summary>
889 public Vector3 Acceleration 913 public Vector3 Acceleration
890 { 914 {
891 get { return m_acceleration; } 915 get
916 {
917 PhysicsActor actor = PhysActor;
918 if (actor != null)
919 {
920 m_acceleration = actor.Acceleration;
921 }
922 return m_acceleration;
923 }
924
892 set { m_acceleration = value; } 925 set { m_acceleration = value; }
893 } 926 }
894 927
@@ -1219,6 +1252,13 @@ namespace OpenSim.Region.Framework.Scenes
1219 _flags = value; 1252 _flags = value;
1220 } 1253 }
1221 } 1254 }
1255
1256 [XmlIgnore]
1257 public bool IsOccupied // KF If an av is sittingon this prim
1258 {
1259 get { return m_occupied; }
1260 set { m_occupied = value; }
1261 }
1222 1262
1223 public UUID SitTargetAvatar 1263 public UUID SitTargetAvatar
1224 { 1264 {
@@ -1275,6 +1315,19 @@ namespace OpenSim.Region.Framework.Scenes
1275 set { m_collisionSoundVolume = value; } 1315 set { m_collisionSoundVolume = value; }
1276 } 1316 }
1277 1317
1318 public float Buoyancy
1319 {
1320 get { return m_buoyancy; }
1321 set
1322 {
1323 m_buoyancy = value;
1324 if (PhysActor != null)
1325 {
1326 PhysActor.Buoyancy = value;
1327 }
1328 }
1329 }
1330
1278 #endregion Public Properties with only Get 1331 #endregion Public Properties with only Get
1279 1332
1280 private uint ApplyMask(uint val, bool set, uint mask) 1333 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1647,6 +1700,9 @@ namespace OpenSim.Region.Framework.Scenes
1647 1700
1648 // Move afterwards ResetIDs as it clears the localID 1701 // Move afterwards ResetIDs as it clears the localID
1649 dupe.LocalId = localID; 1702 dupe.LocalId = localID;
1703 if(dupe.PhysActor != null)
1704 dupe.PhysActor.LocalID = localID;
1705
1650 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1706 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1651 dupe._lastOwnerID = OwnerID; 1707 dupe._lastOwnerID = OwnerID;
1652 1708
@@ -2013,19 +2069,17 @@ namespace OpenSim.Region.Framework.Scenes
2013 public Vector3 GetWorldPosition() 2069 public Vector3 GetWorldPosition()
2014 { 2070 {
2015 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2071 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2016
2017 Vector3 axPos = OffsetPosition; 2072 Vector3 axPos = OffsetPosition;
2018
2019 axPos *= parentRot; 2073 axPos *= parentRot;
2020 Vector3 translationOffsetPosition = axPos; 2074 Vector3 translationOffsetPosition = axPos;
2021 2075 if(_parentID == 0)
2022// m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name); 2076 {
2023 2077 return GroupPosition;
2024 Vector3 worldPos = GroupPosition + translationOffsetPosition; 2078 }
2025 2079 else
2026// m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name); 2080 {
2027 2081 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2028 return worldPos; 2082 }
2029 } 2083 }
2030 2084
2031 /// <summary> 2085 /// <summary>
@@ -2665,17 +2719,18 @@ namespace OpenSim.Region.Framework.Scenes
2665 //Trys to fetch sound id from prim's inventory. 2719 //Trys to fetch sound id from prim's inventory.
2666 //Prim's inventory doesn't support non script items yet 2720 //Prim's inventory doesn't support non script items yet
2667 2721
2668 lock (TaskInventory) 2722 TaskInventory.LockItemsForRead(true);
2723
2724 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2669 { 2725 {
2670 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2726 if (item.Value.Name == sound)
2671 { 2727 {
2672 if (item.Value.Name == sound) 2728 soundID = item.Value.ItemID;
2673 { 2729 break;
2674 soundID = item.Value.ItemID;
2675 break;
2676 }
2677 } 2730 }
2678 } 2731 }
2732
2733 TaskInventory.LockItemsForRead(false);
2679 } 2734 }
2680 2735
2681 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2736 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2760,7 +2815,7 @@ namespace OpenSim.Region.Framework.Scenes
2760 2815
2761 public void RotLookAt(Quaternion target, float strength, float damping) 2816 public void RotLookAt(Quaternion target, float strength, float damping)
2762 { 2817 {
2763 rotLookAt(target, strength, damping); 2818 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2764 } 2819 }
2765 2820
2766 public void rotLookAt(Quaternion target, float strength, float damping) 2821 public void rotLookAt(Quaternion target, float strength, float damping)
@@ -3006,8 +3061,8 @@ namespace OpenSim.Region.Framework.Scenes
3006 { 3061 {
3007 const float ROTATION_TOLERANCE = 0.01f; 3062 const float ROTATION_TOLERANCE = 0.01f;
3008 const float VELOCITY_TOLERANCE = 0.001f; 3063 const float VELOCITY_TOLERANCE = 0.001f;
3009 const float POSITION_TOLERANCE = 0.05f; 3064 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3010 const int TIME_MS_TOLERANCE = 3000; 3065 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3011 3066
3012 if (m_updateFlag == 1) 3067 if (m_updateFlag == 1)
3013 { 3068 {
@@ -3021,7 +3076,7 @@ namespace OpenSim.Region.Framework.Scenes
3021 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3076 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3022 { 3077 {
3023 AddTerseUpdateToAllAvatars(); 3078 AddTerseUpdateToAllAvatars();
3024 ClearUpdateSchedule(); 3079
3025 3080
3026 // This causes the Scene to 'poll' physical objects every couple of frames 3081 // This causes the Scene to 'poll' physical objects every couple of frames
3027 // bad, so it's been replaced by an event driven method. 3082 // bad, so it's been replaced by an event driven method.
@@ -3039,16 +3094,18 @@ namespace OpenSim.Region.Framework.Scenes
3039 m_lastAngularVelocity = AngularVelocity; 3094 m_lastAngularVelocity = AngularVelocity;
3040 m_lastTerseSent = Environment.TickCount; 3095 m_lastTerseSent = Environment.TickCount;
3041 } 3096 }
3097 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3098 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3042 } 3099 }
3043 else 3100 else
3044 { 3101 {
3045 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3102 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3046 { 3103 {
3047 AddFullUpdateToAllAvatars(); 3104 AddFullUpdateToAllAvatars();
3048 ClearUpdateSchedule(); 3105 m_updateFlag = 0; //Same here
3049 } 3106 }
3050 } 3107 }
3051 ClearUpdateSchedule(); 3108 m_updateFlag = 0;
3052 } 3109 }
3053 3110
3054 /// <summary> 3111 /// <summary>
@@ -3076,17 +3133,16 @@ namespace OpenSim.Region.Framework.Scenes
3076 if (!UUID.TryParse(sound, out soundID)) 3133 if (!UUID.TryParse(sound, out soundID))
3077 { 3134 {
3078 // search sound file from inventory 3135 // search sound file from inventory
3079 lock (TaskInventory) 3136 TaskInventory.LockItemsForRead(true);
3137 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3080 { 3138 {
3081 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3139 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3082 { 3140 {
3083 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3141 soundID = item.Value.ItemID;
3084 { 3142 break;
3085 soundID = item.Value.ItemID;
3086 break;
3087 }
3088 } 3143 }
3089 } 3144 }
3145 TaskInventory.LockItemsForRead(false);
3090 } 3146 }
3091 3147
3092 if (soundID == UUID.Zero) 3148 if (soundID == UUID.Zero)
@@ -3497,7 +3553,7 @@ namespace OpenSim.Region.Framework.Scenes
3497 3553
3498 public void StopLookAt() 3554 public void StopLookAt()
3499 { 3555 {
3500 m_parentGroup.stopLookAt(); 3556 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3501 3557
3502 m_parentGroup.ScheduleGroupForTerseUpdate(); 3558 m_parentGroup.ScheduleGroupForTerseUpdate();
3503 } 3559 }
@@ -3548,45 +3604,45 @@ namespace OpenSim.Region.Framework.Scenes
3548 // TODO: May need to fix for group comparison 3604 // TODO: May need to fix for group comparison
3549 if (last.Compare(this)) 3605 if (last.Compare(this))
3550 { 3606 {
3551 // m_log.DebugFormat( 3607 // m_log.DebugFormat(
3552 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", 3608 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3553 // Name, LocalId, m_undo.Count); 3609 // Name, LocalId, m_undo.Count);
3554 3610
3555 return; 3611 return;
3556 } 3612 }
3557 } 3613 }
3558 } 3614 }
3559 3615
3560 // m_log.DebugFormat( 3616 // m_log.DebugFormat(
3561 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", 3617 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3562 // Name, LocalId, forGroup, m_undo.Count); 3618 // Name, LocalId, forGroup, m_undo.Count);
3563 3619
3564 if (m_parentGroup.GetSceneMaxUndo() > 0) 3620 if (m_parentGroup.GetSceneMaxUndo() > 0)
3565 { 3621 {
3566 UndoState nUndo = new UndoState(this, forGroup); 3622 UndoState nUndo = new UndoState(this, forGroup);
3567 3623
3568 m_undo.Push(nUndo); 3624 m_undo.Push(nUndo);
3569 3625
3570 if (m_redo.Count > 0) 3626 if (m_redo.Count > 0)
3571 m_redo.Clear(); 3627 m_redo.Clear();
3572 3628
3573 // m_log.DebugFormat( 3629 // m_log.DebugFormat(
3574 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3630 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3575 // Name, LocalId, forGroup, m_undo.Count); 3631 // Name, LocalId, forGroup, m_undo.Count);
3576 } 3632 }
3577 } 3633 }
3578 } 3634 }
3579 } 3635 }
3580// else 3636 // else
3581// { 3637 // {
3582// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); 3638 // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3583// } 3639 // }
3584 } 3640 }
3585// else 3641 // else
3586// { 3642 // {
3587// m_log.DebugFormat( 3643 // m_log.DebugFormat(
3588// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); 3644 // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3589// } 3645 // }
3590 } 3646 }
3591 3647
3592 /// <summary> 3648 /// <summary>
@@ -4633,8 +4689,9 @@ namespace OpenSim.Region.Framework.Scenes
4633 { 4689 {
4634 m_shape.TextureEntry = textureEntry; 4690 m_shape.TextureEntry = textureEntry;
4635 TriggerScriptChangedEvent(Changed.TEXTURE); 4691 TriggerScriptChangedEvent(Changed.TEXTURE);
4636 4692 m_updateFlag = 1;
4637 ParentGroup.HasGroupChanged = true; 4693 ParentGroup.HasGroupChanged = true;
4694
4638 //This is madness.. 4695 //This is madness..
4639 //ParentGroup.ScheduleGroupForFullUpdate(); 4696 //ParentGroup.ScheduleGroupForFullUpdate();
4640 //This is sparta 4697 //This is sparta
@@ -4831,5 +4888,17 @@ namespace OpenSim.Region.Framework.Scenes
4831 Color color = Color; 4888 Color color = Color;
4832 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4889 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4833 } 4890 }
4891
4892 public void ResetOwnerChangeFlag()
4893 {
4894 List<UUID> inv = Inventory.GetInventoryList();
4895
4896 foreach (UUID itemID in inv)
4897 {
4898 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4899 item.OwnerChanged = false;
4900 Inventory.UpdateInventoryItem(item, false, false);
4901 }
4902 }
4834 } 4903 }
4835} 4904}