diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 204 |
1 files changed, 135 insertions, 69 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index f693b36..45ca0b7 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. |
@@ -184,6 +185,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
184 | 185 | ||
185 | public UUID FromFolderID; | 186 | public UUID FromFolderID; |
186 | 187 | ||
188 | // The following two are to hold the attachment data | ||
189 | // while an object is inworld | ||
190 | [XmlIgnore] | ||
191 | public byte AttachPoint = 0; | ||
192 | |||
193 | [XmlIgnore] | ||
194 | public Vector3 AttachOffset = Vector3.Zero; | ||
195 | |||
196 | [XmlIgnore] | ||
187 | public int STATUS_ROTATE_X; | 197 | public int STATUS_ROTATE_X; |
188 | 198 | ||
189 | public int STATUS_ROTATE_Y; | 199 | public int STATUS_ROTATE_Y; |
@@ -253,6 +263,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
253 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; | 263 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; |
254 | private Vector3 m_sitTargetPosition; | 264 | private Vector3 m_sitTargetPosition; |
255 | private string m_sitAnimation = "SIT"; | 265 | private string m_sitAnimation = "SIT"; |
266 | private bool m_occupied; // KF if any av is sitting on this prim | ||
256 | private string m_text = String.Empty; | 267 | private string m_text = String.Empty; |
257 | private string m_touchName = String.Empty; | 268 | private string m_touchName = String.Empty; |
258 | private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); | 269 | private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); |
@@ -287,6 +298,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
287 | protected Vector3 m_lastAcceleration; | 298 | protected Vector3 m_lastAcceleration; |
288 | protected Vector3 m_lastAngularVelocity; | 299 | protected Vector3 m_lastAngularVelocity; |
289 | protected int m_lastTerseSent; | 300 | protected int m_lastTerseSent; |
301 | protected float m_buoyancy = 0.0f; | ||
290 | 302 | ||
291 | /// <summary> | 303 | /// <summary> |
292 | /// Stores media texture data | 304 | /// Stores media texture data |
@@ -339,7 +351,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
339 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, | 351 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, |
340 | Quaternion rotationOffset, Vector3 offsetPosition) | 352 | Quaternion rotationOffset, Vector3 offsetPosition) |
341 | { | 353 | { |
342 | m_name = "Primitive"; | 354 | m_name = "Object"; |
343 | 355 | ||
344 | Rezzed = DateTime.UtcNow; | 356 | Rezzed = DateTime.UtcNow; |
345 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); | 357 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); |
@@ -389,7 +401,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
389 | private uint _ownerMask = (uint)PermissionMask.All; | 401 | private uint _ownerMask = (uint)PermissionMask.All; |
390 | private uint _groupMask = (uint)PermissionMask.None; | 402 | private uint _groupMask = (uint)PermissionMask.None; |
391 | private uint _everyoneMask = (uint)PermissionMask.None; | 403 | private uint _everyoneMask = (uint)PermissionMask.None; |
392 | private uint _nextOwnerMask = (uint)PermissionMask.All; | 404 | private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer); |
393 | private PrimFlags _flags = PrimFlags.None; | 405 | private PrimFlags _flags = PrimFlags.None; |
394 | private DateTime m_expires; | 406 | private DateTime m_expires; |
395 | private DateTime m_rezzed; | 407 | private DateTime m_rezzed; |
@@ -483,12 +495,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
483 | } | 495 | } |
484 | 496 | ||
485 | /// <value> | 497 | /// <value> |
486 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 498 | /// Get the inventory list |
487 | /// </value> | 499 | /// </value> |
488 | public TaskInventoryDictionary TaskInventory | 500 | public TaskInventoryDictionary TaskInventory |
489 | { | 501 | { |
490 | get { return m_inventory.Items; } | 502 | get { |
491 | set { m_inventory.Items = value; } | 503 | return m_inventory.Items; |
504 | } | ||
505 | set { | ||
506 | m_inventory.Items = value; | ||
507 | } | ||
492 | } | 508 | } |
493 | 509 | ||
494 | /// <summary> | 510 | /// <summary> |
@@ -629,14 +645,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
629 | set { m_LoopSoundSlavePrims = value; } | 645 | set { m_LoopSoundSlavePrims = value; } |
630 | } | 646 | } |
631 | 647 | ||
632 | |||
633 | public Byte[] TextureAnimation | 648 | public Byte[] TextureAnimation |
634 | { | 649 | { |
635 | get { return m_TextureAnimation; } | 650 | get { return m_TextureAnimation; } |
636 | set { m_TextureAnimation = value; } | 651 | set { m_TextureAnimation = value; } |
637 | } | 652 | } |
638 | 653 | ||
639 | |||
640 | public Byte[] ParticleSystem | 654 | public Byte[] ParticleSystem |
641 | { | 655 | { |
642 | get { return m_particleSystem; } | 656 | get { return m_particleSystem; } |
@@ -675,7 +689,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
675 | PhysicsActor actor = PhysActor; | 689 | PhysicsActor actor = PhysActor; |
676 | if (actor != null && ParentID == 0) | 690 | if (actor != null && ParentID == 0) |
677 | { | 691 | { |
678 | m_groupPosition = actor.Position; | 692 | if (actor != null) |
693 | m_groupPosition = actor.Position; | ||
694 | return m_groupPosition; | ||
679 | } | 695 | } |
680 | 696 | ||
681 | if (ParentGroup.IsAttachment) | 697 | if (ParentGroup.IsAttachment) |
@@ -685,12 +701,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
685 | return sp.AbsolutePosition; | 701 | return sp.AbsolutePosition; |
686 | } | 702 | } |
687 | 703 | ||
704 | // use root prim's group position. Physics may have updated it | ||
705 | if (ParentGroup.RootPart != this) | ||
706 | m_groupPosition = ParentGroup.RootPart.GroupPosition; | ||
688 | return m_groupPosition; | 707 | return m_groupPosition; |
689 | } | 708 | } |
690 | set | 709 | set |
691 | { | 710 | { |
692 | m_groupPosition = value; | 711 | m_groupPosition = value; |
693 | |||
694 | PhysicsActor actor = PhysActor; | 712 | PhysicsActor actor = PhysActor; |
695 | if (actor != null) | 713 | if (actor != null) |
696 | { | 714 | { |
@@ -716,16 +734,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
716 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); | 734 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); |
717 | } | 735 | } |
718 | } | 736 | } |
719 | |||
720 | // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too | ||
721 | if (SitTargetAvatar != UUID.Zero) | ||
722 | { | ||
723 | ScenePresence avatar; | ||
724 | if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar)) | ||
725 | { | ||
726 | avatar.ParentPosition = GetWorldPosition(); | ||
727 | } | ||
728 | } | ||
729 | } | 737 | } |
730 | } | 738 | } |
731 | 739 | ||
@@ -734,7 +742,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
734 | get { return m_offsetPosition; } | 742 | get { return m_offsetPosition; } |
735 | set | 743 | set |
736 | { | 744 | { |
737 | // StoreUndoState(); | 745 | Vector3 oldpos = m_offsetPosition; |
738 | m_offsetPosition = value; | 746 | m_offsetPosition = value; |
739 | 747 | ||
740 | if (ParentGroup != null && !ParentGroup.IsDeleted) | 748 | if (ParentGroup != null && !ParentGroup.IsDeleted) |
@@ -749,7 +757,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
749 | if (ParentGroup.Scene != null) | 757 | if (ParentGroup.Scene != null) |
750 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 758 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
751 | } | 759 | } |
760 | |||
761 | if (!m_parentGroup.m_dupeInProgress) | ||
762 | { | ||
763 | List<ScenePresence> avs = ParentGroup.GetLinkedAvatars(); | ||
764 | foreach (ScenePresence av in avs) | ||
765 | { | ||
766 | if (av.ParentID == m_localId) | ||
767 | { | ||
768 | Vector3 offset = (m_offsetPosition - oldpos); | ||
769 | av.AbsolutePosition += offset; | ||
770 | av.SendAvatarDataToAllAgents(); | ||
771 | } | ||
772 | } | ||
773 | } | ||
752 | } | 774 | } |
775 | TriggerScriptChangedEvent(Changed.POSITION); | ||
753 | } | 776 | } |
754 | } | 777 | } |
755 | 778 | ||
@@ -898,7 +921,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
898 | /// <summary></summary> | 921 | /// <summary></summary> |
899 | public Vector3 Acceleration | 922 | public Vector3 Acceleration |
900 | { | 923 | { |
901 | get { return m_acceleration; } | 924 | get |
925 | { | ||
926 | PhysicsActor actor = PhysActor; | ||
927 | if (actor != null) | ||
928 | { | ||
929 | m_acceleration = actor.Acceleration; | ||
930 | } | ||
931 | return m_acceleration; | ||
932 | } | ||
933 | |||
902 | set { m_acceleration = value; } | 934 | set { m_acceleration = value; } |
903 | } | 935 | } |
904 | 936 | ||
@@ -1238,6 +1270,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1238 | _flags = value; | 1270 | _flags = value; |
1239 | } | 1271 | } |
1240 | } | 1272 | } |
1273 | |||
1274 | [XmlIgnore] | ||
1275 | public bool IsOccupied // KF If an av is sittingon this prim | ||
1276 | { | ||
1277 | get { return m_occupied; } | ||
1278 | set { m_occupied = value; } | ||
1279 | } | ||
1241 | 1280 | ||
1242 | /// <summary> | 1281 | /// <summary> |
1243 | /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero | 1282 | /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero |
@@ -1297,6 +1336,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
1297 | set { m_collisionSoundVolume = value; } | 1336 | set { m_collisionSoundVolume = value; } |
1298 | } | 1337 | } |
1299 | 1338 | ||
1339 | public float Buoyancy | ||
1340 | { | ||
1341 | get { return m_buoyancy; } | ||
1342 | set | ||
1343 | { | ||
1344 | m_buoyancy = value; | ||
1345 | if (PhysActor != null) | ||
1346 | { | ||
1347 | PhysActor.Buoyancy = value; | ||
1348 | } | ||
1349 | } | ||
1350 | } | ||
1351 | |||
1300 | #endregion Public Properties with only Get | 1352 | #endregion Public Properties with only Get |
1301 | 1353 | ||
1302 | private uint ApplyMask(uint val, bool set, uint mask) | 1354 | private uint ApplyMask(uint val, bool set, uint mask) |
@@ -1619,6 +1671,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1619 | 1671 | ||
1620 | // Move afterwards ResetIDs as it clears the localID | 1672 | // Move afterwards ResetIDs as it clears the localID |
1621 | dupe.LocalId = localID; | 1673 | dupe.LocalId = localID; |
1674 | if(dupe.PhysActor != null) | ||
1675 | dupe.PhysActor.LocalID = localID; | ||
1676 | |||
1622 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. | 1677 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. |
1623 | dupe.LastOwnerID = OwnerID; | 1678 | dupe.LastOwnerID = OwnerID; |
1624 | 1679 | ||
@@ -1980,19 +2035,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1980 | public Vector3 GetWorldPosition() | 2035 | public Vector3 GetWorldPosition() |
1981 | { | 2036 | { |
1982 | Quaternion parentRot = ParentGroup.RootPart.RotationOffset; | 2037 | Quaternion parentRot = ParentGroup.RootPart.RotationOffset; |
1983 | |||
1984 | Vector3 axPos = OffsetPosition; | 2038 | Vector3 axPos = OffsetPosition; |
1985 | |||
1986 | axPos *= parentRot; | 2039 | axPos *= parentRot; |
1987 | Vector3 translationOffsetPosition = axPos; | 2040 | Vector3 translationOffsetPosition = axPos; |
1988 | 2041 | if(_parentID == 0) | |
1989 | // m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name); | 2042 | { |
1990 | 2043 | return GroupPosition; | |
1991 | Vector3 worldPos = GroupPosition + translationOffsetPosition; | 2044 | } |
1992 | 2045 | else | |
1993 | // m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name); | 2046 | { |
1994 | 2047 | return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position | |
1995 | return worldPos; | 2048 | } |
1996 | } | 2049 | } |
1997 | 2050 | ||
1998 | /// <summary> | 2051 | /// <summary> |
@@ -2630,17 +2683,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2630 | //Trys to fetch sound id from prim's inventory. | 2683 | //Trys to fetch sound id from prim's inventory. |
2631 | //Prim's inventory doesn't support non script items yet | 2684 | //Prim's inventory doesn't support non script items yet |
2632 | 2685 | ||
2633 | lock (TaskInventory) | 2686 | TaskInventory.LockItemsForRead(true); |
2687 | |||
2688 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2634 | { | 2689 | { |
2635 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 2690 | if (item.Value.Name == sound) |
2636 | { | 2691 | { |
2637 | if (item.Value.Name == sound) | 2692 | soundID = item.Value.ItemID; |
2638 | { | 2693 | break; |
2639 | soundID = item.Value.ItemID; | ||
2640 | break; | ||
2641 | } | ||
2642 | } | 2694 | } |
2643 | } | 2695 | } |
2696 | |||
2697 | TaskInventory.LockItemsForRead(false); | ||
2644 | } | 2698 | } |
2645 | 2699 | ||
2646 | ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) | 2700 | ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) |
@@ -2723,7 +2777,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2723 | 2777 | ||
2724 | public void RotLookAt(Quaternion target, float strength, float damping) | 2778 | public void RotLookAt(Quaternion target, float strength, float damping) |
2725 | { | 2779 | { |
2726 | rotLookAt(target, strength, damping); | 2780 | m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup. |
2727 | } | 2781 | } |
2728 | 2782 | ||
2729 | public void rotLookAt(Quaternion target, float strength, float damping) | 2783 | public void rotLookAt(Quaternion target, float strength, float damping) |
@@ -2959,8 +3013,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2959 | { | 3013 | { |
2960 | const float ROTATION_TOLERANCE = 0.01f; | 3014 | const float ROTATION_TOLERANCE = 0.01f; |
2961 | const float VELOCITY_TOLERANCE = 0.001f; | 3015 | const float VELOCITY_TOLERANCE = 0.001f; |
2962 | const float POSITION_TOLERANCE = 0.05f; | 3016 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
2963 | const int TIME_MS_TOLERANCE = 3000; | 3017 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
2964 | 3018 | ||
2965 | switch (UpdateFlag) | 3019 | switch (UpdateFlag) |
2966 | { | 3020 | { |
@@ -3024,17 +3078,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3024 | if (!UUID.TryParse(sound, out soundID)) | 3078 | if (!UUID.TryParse(sound, out soundID)) |
3025 | { | 3079 | { |
3026 | // search sound file from inventory | 3080 | // search sound file from inventory |
3027 | lock (TaskInventory) | 3081 | TaskInventory.LockItemsForRead(true); |
3082 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
3028 | { | 3083 | { |
3029 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 3084 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) |
3030 | { | 3085 | { |
3031 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) | 3086 | soundID = item.Value.ItemID; |
3032 | { | 3087 | break; |
3033 | soundID = item.Value.ItemID; | ||
3034 | break; | ||
3035 | } | ||
3036 | } | 3088 | } |
3037 | } | 3089 | } |
3090 | TaskInventory.LockItemsForRead(false); | ||
3038 | } | 3091 | } |
3039 | 3092 | ||
3040 | if (soundID == UUID.Zero) | 3093 | if (soundID == UUID.Zero) |
@@ -3496,10 +3549,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3496 | // TODO: May need to fix for group comparison | 3549 | // TODO: May need to fix for group comparison |
3497 | if (last.Compare(this)) | 3550 | if (last.Compare(this)) |
3498 | { | 3551 | { |
3499 | // m_log.DebugFormat( | 3552 | // m_log.DebugFormat( |
3500 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", | 3553 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", |
3501 | // Name, LocalId, m_undo.Count); | 3554 | // Name, LocalId, m_undo.Count); |
3502 | 3555 | ||
3503 | return; | 3556 | return; |
3504 | } | 3557 | } |
3505 | } | 3558 | } |
@@ -3512,29 +3565,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3512 | if (ParentGroup.GetSceneMaxUndo() > 0) | 3565 | if (ParentGroup.GetSceneMaxUndo() > 0) |
3513 | { | 3566 | { |
3514 | UndoState nUndo = new UndoState(this, forGroup); | 3567 | UndoState nUndo = new UndoState(this, forGroup); |
3515 | 3568 | ||
3516 | m_undo.Push(nUndo); | 3569 | m_undo.Push(nUndo); |
3517 | 3570 | ||
3518 | if (m_redo.Count > 0) | 3571 | if (m_redo.Count > 0) |
3519 | m_redo.Clear(); | 3572 | m_redo.Clear(); |
3520 | 3573 | ||
3521 | // m_log.DebugFormat( | 3574 | // m_log.DebugFormat( |
3522 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", | 3575 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", |
3523 | // Name, LocalId, forGroup, m_undo.Count); | 3576 | // Name, LocalId, forGroup, m_undo.Count); |
3524 | } | 3577 | } |
3525 | } | 3578 | } |
3526 | } | 3579 | } |
3527 | } | 3580 | } |
3528 | // else | 3581 | // else |
3529 | // { | 3582 | // { |
3530 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); | 3583 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); |
3531 | // } | 3584 | // } |
3532 | } | 3585 | } |
3533 | // else | 3586 | // else |
3534 | // { | 3587 | // { |
3535 | // m_log.DebugFormat( | 3588 | // m_log.DebugFormat( |
3536 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); | 3589 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); |
3537 | // } | 3590 | // } |
3538 | } | 3591 | } |
3539 | 3592 | ||
3540 | /// <summary> | 3593 | /// <summary> |
@@ -4589,8 +4642,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
4589 | { | 4642 | { |
4590 | m_shape.TextureEntry = textureEntry; | 4643 | m_shape.TextureEntry = textureEntry; |
4591 | TriggerScriptChangedEvent(Changed.TEXTURE); | 4644 | TriggerScriptChangedEvent(Changed.TEXTURE); |
4592 | 4645 | UpdateFlag = UpdateRequired.FULL; | |
4593 | ParentGroup.HasGroupChanged = true; | 4646 | ParentGroup.HasGroupChanged = true; |
4647 | |||
4594 | //This is madness.. | 4648 | //This is madness.. |
4595 | //ParentGroup.ScheduleGroupForFullUpdate(); | 4649 | //ParentGroup.ScheduleGroupForFullUpdate(); |
4596 | //This is sparta | 4650 | //This is sparta |
@@ -4787,5 +4841,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
4787 | Color color = Color; | 4841 | Color color = Color; |
4788 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); | 4842 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); |
4789 | } | 4843 | } |
4844 | |||
4845 | public void ResetOwnerChangeFlag() | ||
4846 | { | ||
4847 | List<UUID> inv = Inventory.GetInventoryList(); | ||
4848 | |||
4849 | foreach (UUID itemID in inv) | ||
4850 | { | ||
4851 | TaskInventoryItem item = Inventory.GetInventoryItem(itemID); | ||
4852 | item.OwnerChanged = false; | ||
4853 | Inventory.UpdateInventoryItem(item, false, false); | ||
4854 | } | ||
4855 | } | ||
4790 | } | 4856 | } |
4791 | } | 4857 | } |