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author | Justin Clarke Casey | 2008-04-07 01:46:00 +0000 |
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committer | Justin Clarke Casey | 2008-04-07 01:46:00 +0000 |
commit | dfe5e9d4ebb705d0c20d6260bae5d11659ac904d (patch) | |
tree | 013b251f500feebfdeae94681350d05c078533ee /OpenSim/Region/Environment/Modules/InstantMessageModule.cs | |
parent | Update svn properties. (diff) | |
download | opensim-SC_OLD-dfe5e9d4ebb705d0c20d6260bae5d11659ac904d.zip opensim-SC_OLD-dfe5e9d4ebb705d0c20d6260bae5d11659ac904d.tar.gz opensim-SC_OLD-dfe5e9d4ebb705d0c20d6260bae5d11659ac904d.tar.bz2 opensim-SC_OLD-dfe5e9d4ebb705d0c20d6260bae5d11659ac904d.tar.xz |
* EXPERIMENTAL ROUGH DRAFT: First rough implementation of avatar to avatar item giving
* Now you can drag an object from your inventory and give it to another avatar
* !!! Use at your own risk !!! Many things are unimplemented as of yet, including permissions (the person receiving your item can probably do absolutely everything with it)
* Also, items for the receiving end up in their root folder rather than the objects folder
Diffstat (limited to 'OpenSim/Region/Environment/Modules/InstantMessageModule.cs')
-rw-r--r-- | OpenSim/Region/Environment/Modules/InstantMessageModule.cs | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/OpenSim/Region/Environment/Modules/InstantMessageModule.cs b/OpenSim/Region/Environment/Modules/InstantMessageModule.cs index 53d9fd9..6f7235e 100644 --- a/OpenSim/Region/Environment/Modules/InstantMessageModule.cs +++ b/OpenSim/Region/Environment/Modules/InstantMessageModule.cs | |||
@@ -70,13 +70,17 @@ namespace OpenSim.Region.Environment.Modules | |||
70 | uint ParentEstateID, LLVector3 Position, LLUUID RegionID, | 70 | uint ParentEstateID, LLVector3 Position, LLUUID RegionID, |
71 | byte[] binaryBucket) | 71 | byte[] binaryBucket) |
72 | { | 72 | { |
73 | bool FriendDialog = ((dialog == (byte)38) || (dialog == (byte)39) || (dialog == (byte)40)); | 73 | bool dialogHandledElsewhere |
74 | = ((dialog == (byte)38) || (dialog == (byte)39) || (dialog == (byte)40) | ||
75 | || dialog == (byte)InstantMessageDialog.InventoryOffered | ||
76 | || dialog == (byte)InstantMessageDialog.InventoryAccepted | ||
77 | || dialog == (byte)InstantMessageDialog.InventoryDeclined); | ||
74 | 78 | ||
75 | // IM dialogs need to be pre-processed and have their sessionID filled by the server | 79 | // IM dialogs need to be pre-processed and have their sessionID filled by the server |
76 | // so the sim can match the transaction on the return packet. | 80 | // so the sim can match the transaction on the return packet. |
77 | 81 | ||
78 | // Don't send a Friend Dialog IM with a LLUUID.Zero session. | 82 | // Don't send a Friend Dialog IM with a LLUUID.Zero session. |
79 | if (!(FriendDialog && imSessionID == LLUUID.Zero)) | 83 | if (!(dialogHandledElsewhere && imSessionID == LLUUID.Zero)) |
80 | { | 84 | { |
81 | foreach (Scene scene in m_scenes) | 85 | foreach (Scene scene in m_scenes) |
82 | { | 86 | { |