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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 b68cc9f..a2e13ce 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
@@ -902,7 +926,16 @@ namespace OpenSim.Region.Framework.Scenes
902 /// <summary></summary> 926 /// <summary></summary>
903 public Vector3 Acceleration 927 public Vector3 Acceleration
904 { 928 {
905 get { return m_acceleration; } 929 get
930 {
931 PhysicsActor actor = PhysActor;
932 if (actor != null)
933 {
934 m_acceleration = actor.Acceleration;
935 }
936 return m_acceleration;
937 }
938
906 set { m_acceleration = value; } 939 set { m_acceleration = value; }
907 } 940 }
908 941
@@ -1233,6 +1266,13 @@ namespace OpenSim.Region.Framework.Scenes
1233 _flags = value; 1266 _flags = value;
1234 } 1267 }
1235 } 1268 }
1269
1270 [XmlIgnore]
1271 public bool IsOccupied // KF If an av is sittingon this prim
1272 {
1273 get { return m_occupied; }
1274 set { m_occupied = value; }
1275 }
1236 1276
1237 /// <summary> 1277 /// <summary>
1238 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1278 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1292,6 +1332,19 @@ namespace OpenSim.Region.Framework.Scenes
1292 set { m_collisionSoundVolume = value; } 1332 set { m_collisionSoundVolume = value; }
1293 } 1333 }
1294 1334
1335 public float Buoyancy
1336 {
1337 get { return m_buoyancy; }
1338 set
1339 {
1340 m_buoyancy = value;
1341 if (PhysActor != null)
1342 {
1343 PhysActor.Buoyancy = value;
1344 }
1345 }
1346 }
1347
1295 #endregion Public Properties with only Get 1348 #endregion Public Properties with only Get
1296 1349
1297 private uint ApplyMask(uint val, bool set, uint mask) 1350 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1663,6 +1716,9 @@ namespace OpenSim.Region.Framework.Scenes
1663 1716
1664 // Move afterwards ResetIDs as it clears the localID 1717 // Move afterwards ResetIDs as it clears the localID
1665 dupe.LocalId = localID; 1718 dupe.LocalId = localID;
1719 if(dupe.PhysActor != null)
1720 dupe.PhysActor.LocalID = localID;
1721
1666 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1722 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1667 dupe._lastOwnerID = OwnerID; 1723 dupe._lastOwnerID = OwnerID;
1668 1724
@@ -2024,19 +2080,17 @@ namespace OpenSim.Region.Framework.Scenes
2024 public Vector3 GetWorldPosition() 2080 public Vector3 GetWorldPosition()
2025 { 2081 {
2026 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2082 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2027
2028 Vector3 axPos = OffsetPosition; 2083 Vector3 axPos = OffsetPosition;
2029
2030 axPos *= parentRot; 2084 axPos *= parentRot;
2031 Vector3 translationOffsetPosition = axPos; 2085 Vector3 translationOffsetPosition = axPos;
2032 2086 if(_parentID == 0)
2033// m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name); 2087 {
2034 2088 return GroupPosition;
2035 Vector3 worldPos = GroupPosition + translationOffsetPosition; 2089 }
2036 2090 else
2037// m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name); 2091 {
2038 2092 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2039 return worldPos; 2093 }
2040 } 2094 }
2041 2095
2042 /// <summary> 2096 /// <summary>
@@ -2676,17 +2730,18 @@ namespace OpenSim.Region.Framework.Scenes
2676 //Trys to fetch sound id from prim's inventory. 2730 //Trys to fetch sound id from prim's inventory.
2677 //Prim's inventory doesn't support non script items yet 2731 //Prim's inventory doesn't support non script items yet
2678 2732
2679 lock (TaskInventory) 2733 TaskInventory.LockItemsForRead(true);
2734
2735 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2680 { 2736 {
2681 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2737 if (item.Value.Name == sound)
2682 { 2738 {
2683 if (item.Value.Name == sound) 2739 soundID = item.Value.ItemID;
2684 { 2740 break;
2685 soundID = item.Value.ItemID;
2686 break;
2687 }
2688 } 2741 }
2689 } 2742 }
2743
2744 TaskInventory.LockItemsForRead(false);
2690 } 2745 }
2691 2746
2692 m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2747 m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2769,7 +2824,7 @@ namespace OpenSim.Region.Framework.Scenes
2769 2824
2770 public void RotLookAt(Quaternion target, float strength, float damping) 2825 public void RotLookAt(Quaternion target, float strength, float damping)
2771 { 2826 {
2772 rotLookAt(target, strength, damping); 2827 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2773 } 2828 }
2774 2829
2775 public void rotLookAt(Quaternion target, float strength, float damping) 2830 public void rotLookAt(Quaternion target, float strength, float damping)
@@ -3015,8 +3070,8 @@ namespace OpenSim.Region.Framework.Scenes
3015 { 3070 {
3016 const float ROTATION_TOLERANCE = 0.01f; 3071 const float ROTATION_TOLERANCE = 0.01f;
3017 const float VELOCITY_TOLERANCE = 0.001f; 3072 const float VELOCITY_TOLERANCE = 0.001f;
3018 const float POSITION_TOLERANCE = 0.05f; 3073 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3019 const int TIME_MS_TOLERANCE = 3000; 3074 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3020 3075
3021 if (m_updateFlag == 1) 3076 if (m_updateFlag == 1)
3022 { 3077 {
@@ -3030,7 +3085,7 @@ namespace OpenSim.Region.Framework.Scenes
3030 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3085 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3031 { 3086 {
3032 AddTerseUpdateToAllAvatars(); 3087 AddTerseUpdateToAllAvatars();
3033 ClearUpdateSchedule(); 3088
3034 3089
3035 // This causes the Scene to 'poll' physical objects every couple of frames 3090 // This causes the Scene to 'poll' physical objects every couple of frames
3036 // bad, so it's been replaced by an event driven method. 3091 // bad, so it's been replaced by an event driven method.
@@ -3048,16 +3103,18 @@ namespace OpenSim.Region.Framework.Scenes
3048 m_lastAngularVelocity = AngularVelocity; 3103 m_lastAngularVelocity = AngularVelocity;
3049 m_lastTerseSent = Environment.TickCount; 3104 m_lastTerseSent = Environment.TickCount;
3050 } 3105 }
3106 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3107 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3051 } 3108 }
3052 else 3109 else
3053 { 3110 {
3054 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3111 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3055 { 3112 {
3056 AddFullUpdateToAllAvatars(); 3113 AddFullUpdateToAllAvatars();
3057 ClearUpdateSchedule(); 3114 m_updateFlag = 0; //Same here
3058 } 3115 }
3059 } 3116 }
3060 ClearUpdateSchedule(); 3117 m_updateFlag = 0;
3061 } 3118 }
3062 3119
3063 /// <summary> 3120 /// <summary>
@@ -3085,17 +3142,16 @@ namespace OpenSim.Region.Framework.Scenes
3085 if (!UUID.TryParse(sound, out soundID)) 3142 if (!UUID.TryParse(sound, out soundID))
3086 { 3143 {
3087 // search sound file from inventory 3144 // search sound file from inventory
3088 lock (TaskInventory) 3145 TaskInventory.LockItemsForRead(true);
3146 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3089 { 3147 {
3090 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3148 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3091 { 3149 {
3092 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3150 soundID = item.Value.ItemID;
3093 { 3151 break;
3094 soundID = item.Value.ItemID;
3095 break;
3096 }
3097 } 3152 }
3098 } 3153 }
3154 TaskInventory.LockItemsForRead(false);
3099 } 3155 }
3100 3156
3101 if (soundID == UUID.Zero) 3157 if (soundID == UUID.Zero)
@@ -3506,7 +3562,7 @@ namespace OpenSim.Region.Framework.Scenes
3506 3562
3507 public void StopLookAt() 3563 public void StopLookAt()
3508 { 3564 {
3509 m_parentGroup.stopLookAt(); 3565 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3510 3566
3511 m_parentGroup.ScheduleGroupForTerseUpdate(); 3567 m_parentGroup.ScheduleGroupForTerseUpdate();
3512 } 3568 }
@@ -3557,45 +3613,45 @@ namespace OpenSim.Region.Framework.Scenes
3557 // TODO: May need to fix for group comparison 3613 // TODO: May need to fix for group comparison
3558 if (last.Compare(this)) 3614 if (last.Compare(this))
3559 { 3615 {
3560 // m_log.DebugFormat( 3616 // m_log.DebugFormat(
3561 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", 3617 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3562 // Name, LocalId, m_undo.Count); 3618 // Name, LocalId, m_undo.Count);
3563 3619
3564 return; 3620 return;
3565 } 3621 }
3566 } 3622 }
3567 } 3623 }
3568 3624
3569 // m_log.DebugFormat( 3625 // m_log.DebugFormat(
3570 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", 3626 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3571 // Name, LocalId, forGroup, m_undo.Count); 3627 // Name, LocalId, forGroup, m_undo.Count);
3572 3628
3573 if (m_parentGroup.GetSceneMaxUndo() > 0) 3629 if (m_parentGroup.GetSceneMaxUndo() > 0)
3574 { 3630 {
3575 UndoState nUndo = new UndoState(this, forGroup); 3631 UndoState nUndo = new UndoState(this, forGroup);
3576 3632
3577 m_undo.Push(nUndo); 3633 m_undo.Push(nUndo);
3578 3634
3579 if (m_redo.Count > 0) 3635 if (m_redo.Count > 0)
3580 m_redo.Clear(); 3636 m_redo.Clear();
3581 3637
3582 // m_log.DebugFormat( 3638 // m_log.DebugFormat(
3583 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3639 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3584 // Name, LocalId, forGroup, m_undo.Count); 3640 // Name, LocalId, forGroup, m_undo.Count);
3585 } 3641 }
3586 } 3642 }
3587 } 3643 }
3588 } 3644 }
3589// else 3645 // else
3590// { 3646 // {
3591// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); 3647 // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3592// } 3648 // }
3593 } 3649 }
3594// else 3650 // else
3595// { 3651 // {
3596// m_log.DebugFormat( 3652 // m_log.DebugFormat(
3597// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); 3653 // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3598// } 3654 // }
3599 } 3655 }
3600 3656
3601 /// <summary> 3657 /// <summary>
@@ -4643,8 +4699,9 @@ namespace OpenSim.Region.Framework.Scenes
4643 { 4699 {
4644 m_shape.TextureEntry = textureEntry; 4700 m_shape.TextureEntry = textureEntry;
4645 TriggerScriptChangedEvent(Changed.TEXTURE); 4701 TriggerScriptChangedEvent(Changed.TEXTURE);
4646 4702 m_updateFlag = 1;
4647 ParentGroup.HasGroupChanged = true; 4703 ParentGroup.HasGroupChanged = true;
4704
4648 //This is madness.. 4705 //This is madness..
4649 //ParentGroup.ScheduleGroupForFullUpdate(); 4706 //ParentGroup.ScheduleGroupForFullUpdate();
4650 //This is sparta 4707 //This is sparta
@@ -4841,5 +4898,17 @@ namespace OpenSim.Region.Framework.Scenes
4841 Color color = Color; 4898 Color color = Color;
4842 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4899 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4843 } 4900 }
4901
4902 public void ResetOwnerChangeFlag()
4903 {
4904 List<UUID> inv = Inventory.GetInventoryList();
4905
4906 foreach (UUID itemID in inv)
4907 {
4908 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4909 item.OwnerChanged = false;
4910 Inventory.UpdateInventoryItem(item, false, false);
4911 }
4912 }
4844 } 4913 }
4845} 4914}