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authorMelanie Thielker2008-12-18 19:20:11 +0000
committerMelanie Thielker2008-12-18 19:20:11 +0000
commit8231f9476c2b5c7a54a00e5bc128291db7d6cd38 (patch)
treee8c5b3c0df18518f859fd753f7ccdbc29db28753 /OpenSim
parent* refactor: move gestures code out from Scene into its own module (diff)
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Fix and streamline the RegionHandshake stuff for estate managers
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs11
1 files changed, 3 insertions, 8 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs
index d4f53ff..7945815 100644
--- a/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs
@@ -709,15 +709,10 @@ namespace OpenSim.Region.Environment.Modules.World.Estate
709 public void sendRegionHandshake(IClientAPI remoteClient) 709 public void sendRegionHandshake(IClientAPI remoteClient)
710 { 710 {
711 RegionHandshakeArgs args = new RegionHandshakeArgs(); 711 RegionHandshakeArgs args = new RegionHandshakeArgs();
712 bool estatemanager = false;
713 UUID[] EstateManagers = m_scene.RegionInfo.EstateSettings.EstateManagers;
714 for (int i = 0; i < EstateManagers.Length; i++)
715 {
716 if (EstateManagers[i] == remoteClient.AgentId)
717 estatemanager = true;
718 }
719 712
720 args.isEstateManager = estatemanager; 713 args.isEstateManager = m_scene.RegionInfo.EstateSettings.IsEstateManager(remoteClient.AgentId);
714 if (m_scene.RegionInfo.EstateSettings.EstateOwner != UUID.Zero && m_scene.RegionInfo.EstateSettings.EstateOwner == remoteClient.AgentId)
715 args.isEstateManager = true;
721 716
722 args.billableFactor = m_scene.RegionInfo.EstateSettings.BillableFactor; 717 args.billableFactor = m_scene.RegionInfo.EstateSettings.BillableFactor;
723 args.terrainStartHeight0 = (float)m_scene.RegionInfo.RegionSettings.Elevation1SW; 718 args.terrainStartHeight0 = (float)m_scene.RegionInfo.RegionSettings.Elevation1SW;