From d27dd3714f77aa37db1eeb241401270163cd236d Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 12 Jan 2012 19:19:34 +0000
Subject: Allow all NPCs to show up on sensors as all osNpc* script methods now
 check for ownership permission before executing.

As per #opensim-dev irc discussion.
---
 .../Shared/Api/Implementation/Plugins/SensorRepeat.cs     | 15 +++++++++------
 1 file changed, 9 insertions(+), 6 deletions(-)

diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 7d7813d..8356dce 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -463,12 +463,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
                 toRegionPos = presence.AbsolutePosition;
                 dis = Math.Abs(Util.GetDistanceTo(toRegionPos, fromRegionPos));
 
-                if (presence.PresenceType == PresenceType.Npc && npcModule != null)
-                {
-                    UUID npcOwner = npcModule.GetOwner(presence.UUID);
-                    if (npcOwner != UUID.Zero && npcOwner != SensePoint.OwnerID)
-                        return;
-                }
+                // Disabled for now since all osNpc* methods check for appropriate ownership permission.
+                // Perhaps could be re-enabled as an NPC setting at some point since being able to make NPCs not
+                // sensed might be useful.
+//                if (presence.PresenceType == PresenceType.Npc && npcModule != null)
+//                {
+//                    UUID npcOwner = npcModule.GetOwner(presence.UUID);
+//                    if (npcOwner != UUID.Zero && npcOwner != SensePoint.OwnerID)
+//                        return;
+//                }
 
                 // are they in range
                 if (dis <= ts.range)
-- 
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