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-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.Inventory.cs4
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs19
2 files changed, 9 insertions, 14 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.Inventory.cs
index 4d25b5d..b188fdd 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.Inventory.cs
@@ -175,8 +175,8 @@ namespace OpenSim.Region.Environment.Scenes
175 taskItem.desc = item.inventoryDescription; 175 taskItem.desc = item.inventoryDescription;
176 taskItem.owner_id = item.avatarID; 176 taskItem.owner_id = item.avatarID;
177 taskItem.creator_id = item.creatorsID; 177 taskItem.creator_id = item.creatorsID;
178 taskItem.type = TaskInventoryItem.Types[item.assetType]; 178 taskItem.type = item.assetType;
179 taskItem.inv_type = TaskInventoryItem.InvTypes[item.invType]; 179 taskItem.inv_type = item.invType;
180 part.AddInventoryItem(taskItem); 180 part.AddInventoryItem(taskItem);
181 181
182 // It might seem somewhat crude to update the whole group for a single prim inventory change, 182 // It might seem somewhat crude to update the whole group for a single prim inventory change,
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs
index 5d197e3..1dd7e35 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs
@@ -89,7 +89,8 @@ namespace OpenSim.Region.Environment.Scenes
89 { 89 {
90 foreach (TaskInventoryItem item in m_taskInventory.Values) 90 foreach (TaskInventoryItem item in m_taskInventory.Values)
91 { 91 {
92 if ("lsltext" == item.type) 92 // XXX more hardcoding badness. Should be an enum in TaskInventoryItem
93 if (10 == item.type)
93 { 94 {
94 StartScript(item); 95 StartScript(item);
95 } 96 }
@@ -251,17 +252,11 @@ namespace OpenSim.Region.Environment.Scenes
251 { 252 {
252 if (m_taskInventory.ContainsKey(itemID)) 253 if (m_taskInventory.ContainsKey(itemID))
253 { 254 {
254 string type = m_taskInventory[itemID].inv_type; 255 int type = m_taskInventory[itemID].inv_type;
255 m_taskInventory.Remove(itemID); 256 m_taskInventory.Remove(itemID);
256 m_inventorySerial++; 257 m_inventorySerial++;
257 if (type == "lsltext") 258
258 { 259 return type;
259 return 10;
260 }
261 else
262 {
263 return 0;
264 }
265 } 260 }
266 else 261 else
267 { 262 {
@@ -317,8 +312,8 @@ namespace OpenSim.Region.Environment.Scenes
317 invString.AddSectionEnd(); 312 invString.AddSectionEnd();
318 313
319 invString.AddNameValueLine("asset_id", item.asset_id.ToString()); 314 invString.AddNameValueLine("asset_id", item.asset_id.ToString());
320 invString.AddNameValueLine("type", item.type); 315 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.type]);
321 invString.AddNameValueLine("inv_type", item.inv_type); 316 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.inv_type]);
322 invString.AddNameValueLine("flags", "0x00"); 317 invString.AddNameValueLine("flags", "0x00");
323 invString.AddNameValueLine("name", item.name + "|"); 318 invString.AddNameValueLine("name", item.name + "|");
324 invString.AddNameValueLine("desc", item.desc + "|"); 319 invString.AddNameValueLine("desc", item.desc + "|");