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authorJustin Clarke Casey2008-04-07 01:46:00 +0000
committerJustin Clarke Casey2008-04-07 01:46:00 +0000
commitdfe5e9d4ebb705d0c20d6260bae5d11659ac904d (patch)
tree013b251f500feebfdeae94681350d05c078533ee /OpenSim/Region/Environment/Modules/InstantMessageModule.cs
parentUpdate svn properties. (diff)
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* 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.cs8
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 {