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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs227
1 files changed, 148 insertions, 79 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index c25c3b4..c1097e4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -177,6 +178,15 @@ namespace OpenSim.Region.Framework.Scenes
177 178
178 public UUID FromFolderID; 179 public UUID FromFolderID;
179 180
181 // The following two are to hold the attachment data
182 // while an object is inworld
183 [XmlIgnore]
184 public byte AttachPoint = 0;
185
186 [XmlIgnore]
187 public Vector3 AttachOffset = Vector3.Zero;
188
189 [XmlIgnore]
180 public int STATUS_ROTATE_X; 190 public int STATUS_ROTATE_X;
181 191
182 public int STATUS_ROTATE_Y; 192 public int STATUS_ROTATE_Y;
@@ -246,6 +256,7 @@ namespace OpenSim.Region.Framework.Scenes
246 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 256 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
247 private Vector3 m_sitTargetPosition; 257 private Vector3 m_sitTargetPosition;
248 private string m_sitAnimation = "SIT"; 258 private string m_sitAnimation = "SIT";
259 private bool m_occupied; // KF if any av is sitting on this prim
249 private string m_text = String.Empty; 260 private string m_text = String.Empty;
250 private string m_touchName = String.Empty; 261 private string m_touchName = String.Empty;
251 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 262 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
@@ -289,6 +300,7 @@ namespace OpenSim.Region.Framework.Scenes
289 protected Vector3 m_lastAcceleration; 300 protected Vector3 m_lastAcceleration;
290 protected Vector3 m_lastAngularVelocity; 301 protected Vector3 m_lastAngularVelocity;
291 protected int m_lastTerseSent; 302 protected int m_lastTerseSent;
303 protected float m_buoyancy = 0.0f;
292 304
293 /// <summary> 305 /// <summary>
294 /// Stores media texture data 306 /// Stores media texture data
@@ -341,7 +353,7 @@ namespace OpenSim.Region.Framework.Scenes
341 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 353 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
342 Quaternion rotationOffset, Vector3 offsetPosition) 354 Quaternion rotationOffset, Vector3 offsetPosition)
343 { 355 {
344 m_name = "Primitive"; 356 m_name = "Object";
345 357
346 Rezzed = DateTime.UtcNow; 358 Rezzed = DateTime.UtcNow;
347 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 359 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -396,7 +408,7 @@ namespace OpenSim.Region.Framework.Scenes
396 private uint _ownerMask = (uint)PermissionMask.All; 408 private uint _ownerMask = (uint)PermissionMask.All;
397 private uint _groupMask = (uint)PermissionMask.None; 409 private uint _groupMask = (uint)PermissionMask.None;
398 private uint _everyoneMask = (uint)PermissionMask.None; 410 private uint _everyoneMask = (uint)PermissionMask.None;
399 private uint _nextOwnerMask = (uint)PermissionMask.All; 411 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
400 private PrimFlags _flags = PrimFlags.None; 412 private PrimFlags _flags = PrimFlags.None;
401 private DateTime m_expires; 413 private DateTime m_expires;
402 private DateTime m_rezzed; 414 private DateTime m_rezzed;
@@ -495,12 +507,16 @@ namespace OpenSim.Region.Framework.Scenes
495 } 507 }
496 508
497 /// <value> 509 /// <value>
498 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 510 /// Get the inventory list
499 /// </value> 511 /// </value>
500 public TaskInventoryDictionary TaskInventory 512 public TaskInventoryDictionary TaskInventory
501 { 513 {
502 get { return m_inventory.Items; } 514 get {
503 set { m_inventory.Items = value; } 515 return m_inventory.Items;
516 }
517 set {
518 m_inventory.Items = value;
519 }
504 } 520 }
505 521
506 /// <summary> 522 /// <summary>
@@ -641,14 +657,12 @@ namespace OpenSim.Region.Framework.Scenes
641 set { m_LoopSoundSlavePrims = value; } 657 set { m_LoopSoundSlavePrims = value; }
642 } 658 }
643 659
644
645 public Byte[] TextureAnimation 660 public Byte[] TextureAnimation
646 { 661 {
647 get { return m_TextureAnimation; } 662 get { return m_TextureAnimation; }
648 set { m_TextureAnimation = value; } 663 set { m_TextureAnimation = value; }
649 } 664 }
650 665
651
652 public Byte[] ParticleSystem 666 public Byte[] ParticleSystem
653 { 667 {
654 get { return m_particleSystem; } 668 get { return m_particleSystem; }
@@ -685,9 +699,11 @@ namespace OpenSim.Region.Framework.Scenes
685 { 699 {
686 // If this is a linkset, we don't want the physics engine mucking up our group position here. 700 // If this is a linkset, we don't want the physics engine mucking up our group position here.
687 PhysicsActor actor = PhysActor; 701 PhysicsActor actor = PhysActor;
688 if (actor != null && _parentID == 0) 702 if (_parentID == 0)
689 { 703 {
690 m_groupPosition = actor.Position; 704 if (actor != null)
705 m_groupPosition = actor.Position;
706 return m_groupPosition;
691 } 707 }
692 708
693 if (m_parentGroup.IsAttachment) 709 if (m_parentGroup.IsAttachment)
@@ -697,12 +713,14 @@ namespace OpenSim.Region.Framework.Scenes
697 return sp.AbsolutePosition; 713 return sp.AbsolutePosition;
698 } 714 }
699 715
716 // use root prim's group position. Physics may have updated it
717 if (ParentGroup.RootPart != this)
718 m_groupPosition = ParentGroup.RootPart.GroupPosition;
700 return m_groupPosition; 719 return m_groupPosition;
701 } 720 }
702 set 721 set
703 { 722 {
704 m_groupPosition = value; 723 m_groupPosition = value;
705
706 PhysicsActor actor = PhysActor; 724 PhysicsActor actor = PhysActor;
707 if (actor != null) 725 if (actor != null)
708 { 726 {
@@ -722,22 +740,13 @@ namespace OpenSim.Region.Framework.Scenes
722 740
723 // Tell the physics engines that this prim changed. 741 // Tell the physics engines that this prim changed.
724 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 742 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
743
725 } 744 }
726 catch (Exception e) 745 catch (Exception e)
727 { 746 {
728 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 747 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
729 } 748 }
730 } 749 }
731
732 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
733 if (m_sitTargetAvatar != UUID.Zero)
734 {
735 ScenePresence avatar;
736 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
737 {
738 avatar.ParentPosition = GetWorldPosition();
739 }
740 }
741 } 750 }
742 } 751 }
743 752
@@ -746,7 +755,7 @@ namespace OpenSim.Region.Framework.Scenes
746 get { return m_offsetPosition; } 755 get { return m_offsetPosition; }
747 set 756 set
748 { 757 {
749// StoreUndoState(); 758 Vector3 oldpos = m_offsetPosition;
750 m_offsetPosition = value; 759 m_offsetPosition = value;
751 760
752 if (ParentGroup != null && !ParentGroup.IsDeleted) 761 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -761,7 +770,22 @@ namespace OpenSim.Region.Framework.Scenes
761 if (m_parentGroup.Scene != null) 770 if (m_parentGroup.Scene != null)
762 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 771 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
763 } 772 }
773
774 if (!m_parentGroup.m_dupeInProgress)
775 {
776 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
777 foreach (ScenePresence av in avs)
778 {
779 if (av.ParentID == m_localId)
780 {
781 Vector3 offset = (m_offsetPosition - oldpos);
782 av.AbsolutePosition += offset;
783 av.SendAvatarDataToAllAgents();
784 }
785 }
786 }
764 } 787 }
788 TriggerScriptChangedEvent(Changed.POSITION);
765 } 789 }
766 } 790 }
767 791
@@ -888,7 +912,16 @@ namespace OpenSim.Region.Framework.Scenes
888 /// <summary></summary> 912 /// <summary></summary>
889 public Vector3 Acceleration 913 public Vector3 Acceleration
890 { 914 {
891 get { return m_acceleration; } 915 get
916 {
917 PhysicsActor actor = PhysActor;
918 if (actor != null)
919 {
920 m_acceleration = actor.Acceleration;
921 }
922 return m_acceleration;
923 }
924
892 set { m_acceleration = value; } 925 set { m_acceleration = value; }
893 } 926 }
894 927
@@ -1219,6 +1252,13 @@ namespace OpenSim.Region.Framework.Scenes
1219 _flags = value; 1252 _flags = value;
1220 } 1253 }
1221 } 1254 }
1255
1256 [XmlIgnore]
1257 public bool IsOccupied // KF If an av is sittingon this prim
1258 {
1259 get { return m_occupied; }
1260 set { m_occupied = value; }
1261 }
1222 1262
1223 /// <summary> 1263 /// <summary>
1224 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1264 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1278,6 +1318,19 @@ namespace OpenSim.Region.Framework.Scenes
1278 set { m_collisionSoundVolume = value; } 1318 set { m_collisionSoundVolume = value; }
1279 } 1319 }
1280 1320
1321 public float Buoyancy
1322 {
1323 get { return m_buoyancy; }
1324 set
1325 {
1326 m_buoyancy = value;
1327 if (PhysActor != null)
1328 {
1329 PhysActor.Buoyancy = value;
1330 }
1331 }
1332 }
1333
1281 #endregion Public Properties with only Get 1334 #endregion Public Properties with only Get
1282 1335
1283 private uint ApplyMask(uint val, bool set, uint mask) 1336 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1650,6 +1703,9 @@ namespace OpenSim.Region.Framework.Scenes
1650 1703
1651 // Move afterwards ResetIDs as it clears the localID 1704 // Move afterwards ResetIDs as it clears the localID
1652 dupe.LocalId = localID; 1705 dupe.LocalId = localID;
1706 if(dupe.PhysActor != null)
1707 dupe.PhysActor.LocalID = localID;
1708
1653 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1709 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1654 dupe._lastOwnerID = OwnerID; 1710 dupe._lastOwnerID = OwnerID;
1655 1711
@@ -2011,19 +2067,17 @@ namespace OpenSim.Region.Framework.Scenes
2011 public Vector3 GetWorldPosition() 2067 public Vector3 GetWorldPosition()
2012 { 2068 {
2013 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2069 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2014
2015 Vector3 axPos = OffsetPosition; 2070 Vector3 axPos = OffsetPosition;
2016
2017 axPos *= parentRot; 2071 axPos *= parentRot;
2018 Vector3 translationOffsetPosition = axPos; 2072 Vector3 translationOffsetPosition = axPos;
2019 2073 if(_parentID == 0)
2020// m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name); 2074 {
2021 2075 return GroupPosition;
2022 Vector3 worldPos = GroupPosition + translationOffsetPosition; 2076 }
2023 2077 else
2024// m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name); 2078 {
2025 2079 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2026 return worldPos; 2080 }
2027 } 2081 }
2028 2082
2029 /// <summary> 2083 /// <summary>
@@ -2663,17 +2717,18 @@ namespace OpenSim.Region.Framework.Scenes
2663 //Trys to fetch sound id from prim's inventory. 2717 //Trys to fetch sound id from prim's inventory.
2664 //Prim's inventory doesn't support non script items yet 2718 //Prim's inventory doesn't support non script items yet
2665 2719
2666 lock (TaskInventory) 2720 TaskInventory.LockItemsForRead(true);
2721
2722 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2667 { 2723 {
2668 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2724 if (item.Value.Name == sound)
2669 { 2725 {
2670 if (item.Value.Name == sound) 2726 soundID = item.Value.ItemID;
2671 { 2727 break;
2672 soundID = item.Value.ItemID;
2673 break;
2674 }
2675 } 2728 }
2676 } 2729 }
2730
2731 TaskInventory.LockItemsForRead(false);
2677 } 2732 }
2678 2733
2679 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2734 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2758,7 +2813,7 @@ namespace OpenSim.Region.Framework.Scenes
2758 2813
2759 public void RotLookAt(Quaternion target, float strength, float damping) 2814 public void RotLookAt(Quaternion target, float strength, float damping)
2760 { 2815 {
2761 rotLookAt(target, strength, damping); 2816 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2762 } 2817 }
2763 2818
2764 public void rotLookAt(Quaternion target, float strength, float damping) 2819 public void rotLookAt(Quaternion target, float strength, float damping)
@@ -3004,8 +3059,8 @@ namespace OpenSim.Region.Framework.Scenes
3004 { 3059 {
3005 const float ROTATION_TOLERANCE = 0.01f; 3060 const float ROTATION_TOLERANCE = 0.01f;
3006 const float VELOCITY_TOLERANCE = 0.001f; 3061 const float VELOCITY_TOLERANCE = 0.001f;
3007 const float POSITION_TOLERANCE = 0.05f; 3062 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3008 const int TIME_MS_TOLERANCE = 3000; 3063 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3009 3064
3010 if (m_updateFlag == 1) 3065 if (m_updateFlag == 1)
3011 { 3066 {
@@ -3019,7 +3074,7 @@ namespace OpenSim.Region.Framework.Scenes
3019 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3074 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3020 { 3075 {
3021 AddTerseUpdateToAllAvatars(); 3076 AddTerseUpdateToAllAvatars();
3022 ClearUpdateSchedule(); 3077
3023 3078
3024 // This causes the Scene to 'poll' physical objects every couple of frames 3079 // This causes the Scene to 'poll' physical objects every couple of frames
3025 // bad, so it's been replaced by an event driven method. 3080 // bad, so it's been replaced by an event driven method.
@@ -3037,16 +3092,18 @@ namespace OpenSim.Region.Framework.Scenes
3037 m_lastAngularVelocity = AngularVelocity; 3092 m_lastAngularVelocity = AngularVelocity;
3038 m_lastTerseSent = Environment.TickCount; 3093 m_lastTerseSent = Environment.TickCount;
3039 } 3094 }
3095 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3096 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3040 } 3097 }
3041 else 3098 else
3042 { 3099 {
3043 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3100 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3044 { 3101 {
3045 AddFullUpdateToAllAvatars(); 3102 AddFullUpdateToAllAvatars();
3046 ClearUpdateSchedule(); 3103 m_updateFlag = 0; //Same here
3047 } 3104 }
3048 } 3105 }
3049 ClearUpdateSchedule(); 3106 m_updateFlag = 0;
3050 } 3107 }
3051 3108
3052 /// <summary> 3109 /// <summary>
@@ -3074,17 +3131,16 @@ namespace OpenSim.Region.Framework.Scenes
3074 if (!UUID.TryParse(sound, out soundID)) 3131 if (!UUID.TryParse(sound, out soundID))
3075 { 3132 {
3076 // search sound file from inventory 3133 // search sound file from inventory
3077 lock (TaskInventory) 3134 TaskInventory.LockItemsForRead(true);
3135 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3078 { 3136 {
3079 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3137 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3080 { 3138 {
3081 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3139 soundID = item.Value.ItemID;
3082 { 3140 break;
3083 soundID = item.Value.ItemID;
3084 break;
3085 }
3086 } 3141 }
3087 } 3142 }
3143 TaskInventory.LockItemsForRead(false);
3088 } 3144 }
3089 3145
3090 if (soundID == UUID.Zero) 3146 if (soundID == UUID.Zero)
@@ -3495,7 +3551,7 @@ namespace OpenSim.Region.Framework.Scenes
3495 3551
3496 public void StopLookAt() 3552 public void StopLookAt()
3497 { 3553 {
3498 m_parentGroup.stopLookAt(); 3554 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3499 3555
3500 m_parentGroup.ScheduleGroupForTerseUpdate(); 3556 m_parentGroup.ScheduleGroupForTerseUpdate();
3501 } 3557 }
@@ -3546,45 +3602,45 @@ namespace OpenSim.Region.Framework.Scenes
3546 // TODO: May need to fix for group comparison 3602 // TODO: May need to fix for group comparison
3547 if (last.Compare(this)) 3603 if (last.Compare(this))
3548 { 3604 {
3549 // m_log.DebugFormat( 3605 // m_log.DebugFormat(
3550 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", 3606 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3551 // Name, LocalId, m_undo.Count); 3607 // Name, LocalId, m_undo.Count);
3552 3608
3553 return; 3609 return;
3554 } 3610 }
3555 } 3611 }
3556 } 3612 }
3557 3613
3558 // m_log.DebugFormat( 3614 // m_log.DebugFormat(
3559 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", 3615 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3560 // Name, LocalId, forGroup, m_undo.Count); 3616 // Name, LocalId, forGroup, m_undo.Count);
3561 3617
3562 if (m_parentGroup.GetSceneMaxUndo() > 0) 3618 if (m_parentGroup.GetSceneMaxUndo() > 0)
3563 { 3619 {
3564 UndoState nUndo = new UndoState(this, forGroup); 3620 UndoState nUndo = new UndoState(this, forGroup);
3565 3621
3566 m_undo.Push(nUndo); 3622 m_undo.Push(nUndo);
3567 3623
3568 if (m_redo.Count > 0) 3624 if (m_redo.Count > 0)
3569 m_redo.Clear(); 3625 m_redo.Clear();
3570 3626
3571 // m_log.DebugFormat( 3627 // m_log.DebugFormat(
3572 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3628 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3573 // Name, LocalId, forGroup, m_undo.Count); 3629 // Name, LocalId, forGroup, m_undo.Count);
3574 } 3630 }
3575 } 3631 }
3576 } 3632 }
3577 } 3633 }
3578// else 3634 // else
3579// { 3635 // {
3580// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); 3636 // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3581// } 3637 // }
3582 } 3638 }
3583// else 3639 // else
3584// { 3640 // {
3585// m_log.DebugFormat( 3641 // m_log.DebugFormat(
3586// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); 3642 // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3587// } 3643 // }
3588 } 3644 }
3589 3645
3590 /// <summary> 3646 /// <summary>
@@ -4631,8 +4687,9 @@ namespace OpenSim.Region.Framework.Scenes
4631 { 4687 {
4632 m_shape.TextureEntry = textureEntry; 4688 m_shape.TextureEntry = textureEntry;
4633 TriggerScriptChangedEvent(Changed.TEXTURE); 4689 TriggerScriptChangedEvent(Changed.TEXTURE);
4634 4690 m_updateFlag = 1;
4635 ParentGroup.HasGroupChanged = true; 4691 ParentGroup.HasGroupChanged = true;
4692
4636 //This is madness.. 4693 //This is madness..
4637 //ParentGroup.ScheduleGroupForFullUpdate(); 4694 //ParentGroup.ScheduleGroupForFullUpdate();
4638 //This is sparta 4695 //This is sparta
@@ -4829,5 +4886,17 @@ namespace OpenSim.Region.Framework.Scenes
4829 Color color = Color; 4886 Color color = Color;
4830 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4887 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4831 } 4888 }
4889
4890 public void ResetOwnerChangeFlag()
4891 {
4892 List<UUID> inv = Inventory.GetInventoryList();
4893
4894 foreach (UUID itemID in inv)
4895 {
4896 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4897 item.OwnerChanged = false;
4898 Inventory.UpdateInventoryItem(item, false, false);
4899 }
4900 }
4832 } 4901 }
4833} 4902}