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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs228
1 files changed, 148 insertions, 80 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index d631c12..9364b54 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.
@@ -190,7 +191,15 @@ namespace OpenSim.Region.Framework.Scenes
190 191
191 public UUID FromFolderID; 192 public UUID FromFolderID;
192 193
193 194 // The following two are to hold the attachment data
195 // while an object is inworld
196 [XmlIgnore]
197 public byte AttachPoint = 0;
198
199 [XmlIgnore]
200 public Vector3 AttachOffset = Vector3.Zero;
201
202 [XmlIgnore]
194 public int STATUS_ROTATE_X; 203 public int STATUS_ROTATE_X;
195 204
196 205
@@ -272,6 +281,7 @@ namespace OpenSim.Region.Framework.Scenes
272 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 281 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
273 private Vector3 m_sitTargetPosition; 282 private Vector3 m_sitTargetPosition;
274 private string m_sitAnimation = "SIT"; 283 private string m_sitAnimation = "SIT";
284 private bool m_occupied; // KF if any av is sitting on this prim
275 private string m_text = String.Empty; 285 private string m_text = String.Empty;
276 private string m_touchName = String.Empty; 286 private string m_touchName = String.Empty;
277 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 287 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
@@ -315,6 +325,7 @@ namespace OpenSim.Region.Framework.Scenes
315 protected Vector3 m_lastAcceleration; 325 protected Vector3 m_lastAcceleration;
316 protected Vector3 m_lastAngularVelocity; 326 protected Vector3 m_lastAngularVelocity;
317 protected int m_lastTerseSent; 327 protected int m_lastTerseSent;
328 protected float m_buoyancy = 0.0f;
318 329
319 /// <summary> 330 /// <summary>
320 /// Stores media texture data 331 /// Stores media texture data
@@ -367,7 +378,7 @@ namespace OpenSim.Region.Framework.Scenes
367 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 378 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
368 Quaternion rotationOffset, Vector3 offsetPosition) 379 Quaternion rotationOffset, Vector3 offsetPosition)
369 { 380 {
370 m_name = "Primitive"; 381 m_name = "Object";
371 382
372 Rezzed = DateTime.UtcNow; 383 Rezzed = DateTime.UtcNow;
373 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 384 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -422,7 +433,7 @@ namespace OpenSim.Region.Framework.Scenes
422 private uint _ownerMask = (uint)PermissionMask.All; 433 private uint _ownerMask = (uint)PermissionMask.All;
423 private uint _groupMask = (uint)PermissionMask.None; 434 private uint _groupMask = (uint)PermissionMask.None;
424 private uint _everyoneMask = (uint)PermissionMask.None; 435 private uint _everyoneMask = (uint)PermissionMask.None;
425 private uint _nextOwnerMask = (uint)PermissionMask.All; 436 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
426 private PrimFlags _flags = PrimFlags.None; 437 private PrimFlags _flags = PrimFlags.None;
427 private DateTime m_expires; 438 private DateTime m_expires;
428 private DateTime m_rezzed; 439 private DateTime m_rezzed;
@@ -521,12 +532,16 @@ namespace OpenSim.Region.Framework.Scenes
521 } 532 }
522 533
523 /// <value> 534 /// <value>
524 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 535 /// Get the inventory list
525 /// </value> 536 /// </value>
526 public TaskInventoryDictionary TaskInventory 537 public TaskInventoryDictionary TaskInventory
527 { 538 {
528 get { return m_inventory.Items; } 539 get {
529 set { m_inventory.Items = value; } 540 return m_inventory.Items;
541 }
542 set {
543 m_inventory.Items = value;
544 }
530 } 545 }
531 546
532 /// <summary> 547 /// <summary>
@@ -667,14 +682,12 @@ namespace OpenSim.Region.Framework.Scenes
667 set { m_LoopSoundSlavePrims = value; } 682 set { m_LoopSoundSlavePrims = value; }
668 } 683 }
669 684
670
671 public Byte[] TextureAnimation 685 public Byte[] TextureAnimation
672 { 686 {
673 get { return m_TextureAnimation; } 687 get { return m_TextureAnimation; }
674 set { m_TextureAnimation = value; } 688 set { m_TextureAnimation = value; }
675 } 689 }
676 690
677
678 public Byte[] ParticleSystem 691 public Byte[] ParticleSystem
679 { 692 {
680 get { return m_particleSystem; } 693 get { return m_particleSystem; }
@@ -711,9 +724,11 @@ namespace OpenSim.Region.Framework.Scenes
711 { 724 {
712 // If this is a linkset, we don't want the physics engine mucking up our group position here. 725 // If this is a linkset, we don't want the physics engine mucking up our group position here.
713 PhysicsActor actor = PhysActor; 726 PhysicsActor actor = PhysActor;
714 if (actor != null && _parentID == 0) 727 if (_parentID == 0)
715 { 728 {
716 m_groupPosition = actor.Position; 729 if (actor != null)
730 m_groupPosition = actor.Position;
731 return m_groupPosition;
717 } 732 }
718 733
719 if (m_parentGroup.IsAttachment) 734 if (m_parentGroup.IsAttachment)
@@ -723,12 +738,14 @@ namespace OpenSim.Region.Framework.Scenes
723 return sp.AbsolutePosition; 738 return sp.AbsolutePosition;
724 } 739 }
725 740
741 // use root prim's group position. Physics may have updated it
742 if (ParentGroup.RootPart != this)
743 m_groupPosition = ParentGroup.RootPart.GroupPosition;
726 return m_groupPosition; 744 return m_groupPosition;
727 } 745 }
728 set 746 set
729 { 747 {
730 m_groupPosition = value; 748 m_groupPosition = value;
731
732 PhysicsActor actor = PhysActor; 749 PhysicsActor actor = PhysActor;
733 if (actor != null) 750 if (actor != null)
734 { 751 {
@@ -748,22 +765,13 @@ namespace OpenSim.Region.Framework.Scenes
748 765
749 // Tell the physics engines that this prim changed. 766 // Tell the physics engines that this prim changed.
750 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 767 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
768
751 } 769 }
752 catch (Exception e) 770 catch (Exception e)
753 { 771 {
754 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 772 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
755 } 773 }
756 } 774 }
757
758 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
759 if (m_sitTargetAvatar != UUID.Zero)
760 {
761 ScenePresence avatar;
762 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
763 {
764 avatar.ParentPosition = GetWorldPosition();
765 }
766 }
767 } 775 }
768 } 776 }
769 777
@@ -772,7 +780,7 @@ namespace OpenSim.Region.Framework.Scenes
772 get { return m_offsetPosition; } 780 get { return m_offsetPosition; }
773 set 781 set
774 { 782 {
775// StoreUndoState(); 783 Vector3 oldpos = m_offsetPosition;
776 m_offsetPosition = value; 784 m_offsetPosition = value;
777 785
778 if (ParentGroup != null && !ParentGroup.IsDeleted) 786 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -787,7 +795,22 @@ namespace OpenSim.Region.Framework.Scenes
787 if (m_parentGroup.Scene != null) 795 if (m_parentGroup.Scene != null)
788 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 796 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
789 } 797 }
798
799 if (!m_parentGroup.m_dupeInProgress)
800 {
801 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
802 foreach (ScenePresence av in avs)
803 {
804 if (av.LinkedPrim == m_uuid)
805 {
806 Vector3 offset = (m_offsetPosition - oldpos);
807 av.AbsolutePosition += offset;
808 av.SendAvatarDataToAllAgents();
809 }
810 }
811 }
790 } 812 }
813 TriggerScriptChangedEvent(Changed.POSITION);
791 } 814 }
792 } 815 }
793 816
@@ -914,7 +937,16 @@ namespace OpenSim.Region.Framework.Scenes
914 /// <summary></summary> 937 /// <summary></summary>
915 public Vector3 Acceleration 938 public Vector3 Acceleration
916 { 939 {
917 get { return m_acceleration; } 940 get
941 {
942 PhysicsActor actor = PhysActor;
943 if (actor != null)
944 {
945 m_acceleration = actor.Acceleration;
946 }
947 return m_acceleration;
948 }
949
918 set { m_acceleration = value; } 950 set { m_acceleration = value; }
919 } 951 }
920 952
@@ -1245,6 +1277,13 @@ namespace OpenSim.Region.Framework.Scenes
1245 _flags = value; 1277 _flags = value;
1246 } 1278 }
1247 } 1279 }
1280
1281 [XmlIgnore]
1282 public bool IsOccupied // KF If an av is sittingon this prim
1283 {
1284 get { return m_occupied; }
1285 set { m_occupied = value; }
1286 }
1248 1287
1249 1288
1250 public UUID SitTargetAvatar 1289 public UUID SitTargetAvatar
@@ -1303,6 +1342,19 @@ namespace OpenSim.Region.Framework.Scenes
1303 set { m_collisionSoundVolume = value; } 1342 set { m_collisionSoundVolume = value; }
1304 } 1343 }
1305 1344
1345 public float Buoyancy
1346 {
1347 get { return m_buoyancy; }
1348 set
1349 {
1350 m_buoyancy = value;
1351 if (PhysActor != null)
1352 {
1353 PhysActor.Buoyancy = value;
1354 }
1355 }
1356 }
1357
1306 #endregion Public Properties with only Get 1358 #endregion Public Properties with only Get
1307 1359
1308 private uint ApplyMask(uint val, bool set, uint mask) 1360 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1672,6 +1724,9 @@ namespace OpenSim.Region.Framework.Scenes
1672 1724
1673 // Move afterwards ResetIDs as it clears the localID 1725 // Move afterwards ResetIDs as it clears the localID
1674 dupe.LocalId = localID; 1726 dupe.LocalId = localID;
1727 if(dupe.PhysActor != null)
1728 dupe.PhysActor.LocalID = localID;
1729
1675 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1730 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1676 dupe._lastOwnerID = OwnerID; 1731 dupe._lastOwnerID = OwnerID;
1677 1732
@@ -2035,19 +2090,17 @@ namespace OpenSim.Region.Framework.Scenes
2035 public Vector3 GetWorldPosition() 2090 public Vector3 GetWorldPosition()
2036 { 2091 {
2037 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2092 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2038
2039 Vector3 axPos = OffsetPosition; 2093 Vector3 axPos = OffsetPosition;
2040
2041 axPos *= parentRot; 2094 axPos *= parentRot;
2042 Vector3 translationOffsetPosition = axPos; 2095 Vector3 translationOffsetPosition = axPos;
2043 2096 if(_parentID == 0)
2044// m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name); 2097 {
2045 2098 return GroupPosition;
2046 Vector3 worldPos = GroupPosition + translationOffsetPosition; 2099 }
2047 2100 else
2048// m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name); 2101 {
2049 2102 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2050 return worldPos; 2103 }
2051 } 2104 }
2052 2105
2053 /// <summary> 2106 /// <summary>
@@ -2687,17 +2740,18 @@ namespace OpenSim.Region.Framework.Scenes
2687 //Trys to fetch sound id from prim's inventory. 2740 //Trys to fetch sound id from prim's inventory.
2688 //Prim's inventory doesn't support non script items yet 2741 //Prim's inventory doesn't support non script items yet
2689 2742
2690 lock (TaskInventory) 2743 TaskInventory.LockItemsForRead(true);
2744
2745 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2691 { 2746 {
2692 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2747 if (item.Value.Name == sound)
2693 { 2748 {
2694 if (item.Value.Name == sound) 2749 soundID = item.Value.ItemID;
2695 { 2750 break;
2696 soundID = item.Value.ItemID;
2697 break;
2698 }
2699 } 2751 }
2700 } 2752 }
2753
2754 TaskInventory.LockItemsForRead(false);
2701 } 2755 }
2702 2756
2703 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2757 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2782,7 +2836,7 @@ namespace OpenSim.Region.Framework.Scenes
2782 2836
2783 public void RotLookAt(Quaternion target, float strength, float damping) 2837 public void RotLookAt(Quaternion target, float strength, float damping)
2784 { 2838 {
2785 rotLookAt(target, strength, damping); 2839 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2786 } 2840 }
2787 2841
2788 public void rotLookAt(Quaternion target, float strength, float damping) 2842 public void rotLookAt(Quaternion target, float strength, float damping)
@@ -3027,8 +3081,8 @@ namespace OpenSim.Region.Framework.Scenes
3027 { 3081 {
3028 const float ROTATION_TOLERANCE = 0.01f; 3082 const float ROTATION_TOLERANCE = 0.01f;
3029 const float VELOCITY_TOLERANCE = 0.001f; 3083 const float VELOCITY_TOLERANCE = 0.001f;
3030 const float POSITION_TOLERANCE = 0.05f; 3084 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3031 const int TIME_MS_TOLERANCE = 3000; 3085 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3032 3086
3033 if (m_updateFlag == 1) 3087 if (m_updateFlag == 1)
3034 { 3088 {
@@ -3042,7 +3096,7 @@ namespace OpenSim.Region.Framework.Scenes
3042 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3096 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3043 { 3097 {
3044 AddTerseUpdateToAllAvatars(); 3098 AddTerseUpdateToAllAvatars();
3045 ClearUpdateSchedule(); 3099
3046 3100
3047 // This causes the Scene to 'poll' physical objects every couple of frames 3101 // This causes the Scene to 'poll' physical objects every couple of frames
3048 // bad, so it's been replaced by an event driven method. 3102 // bad, so it's been replaced by an event driven method.
@@ -3060,16 +3114,18 @@ namespace OpenSim.Region.Framework.Scenes
3060 m_lastAngularVelocity = AngularVelocity; 3114 m_lastAngularVelocity = AngularVelocity;
3061 m_lastTerseSent = Environment.TickCount; 3115 m_lastTerseSent = Environment.TickCount;
3062 } 3116 }
3117 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3118 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3063 } 3119 }
3064 else 3120 else
3065 { 3121 {
3066 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3122 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3067 { 3123 {
3068 AddFullUpdateToAllAvatars(); 3124 AddFullUpdateToAllAvatars();
3069 ClearUpdateSchedule(); 3125 m_updateFlag = 0; //Same here
3070 } 3126 }
3071 } 3127 }
3072 ClearUpdateSchedule(); 3128 m_updateFlag = 0;
3073 } 3129 }
3074 3130
3075 /// <summary> 3131 /// <summary>
@@ -3097,17 +3153,16 @@ namespace OpenSim.Region.Framework.Scenes
3097 if (!UUID.TryParse(sound, out soundID)) 3153 if (!UUID.TryParse(sound, out soundID))
3098 { 3154 {
3099 // search sound file from inventory 3155 // search sound file from inventory
3100 lock (TaskInventory) 3156 TaskInventory.LockItemsForRead(true);
3157 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3101 { 3158 {
3102 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3159 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3103 { 3160 {
3104 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3161 soundID = item.Value.ItemID;
3105 { 3162 break;
3106 soundID = item.Value.ItemID;
3107 break;
3108 }
3109 } 3163 }
3110 } 3164 }
3165 TaskInventory.LockItemsForRead(false);
3111 } 3166 }
3112 3167
3113 if (soundID == UUID.Zero) 3168 if (soundID == UUID.Zero)
@@ -3518,7 +3573,7 @@ namespace OpenSim.Region.Framework.Scenes
3518 3573
3519 public void StopLookAt() 3574 public void StopLookAt()
3520 { 3575 {
3521 m_parentGroup.stopLookAt(); 3576 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3522 3577
3523 m_parentGroup.ScheduleGroupForTerseUpdate(); 3578 m_parentGroup.ScheduleGroupForTerseUpdate();
3524 } 3579 }
@@ -3569,45 +3624,45 @@ namespace OpenSim.Region.Framework.Scenes
3569 // TODO: May need to fix for group comparison 3624 // TODO: May need to fix for group comparison
3570 if (last.Compare(this)) 3625 if (last.Compare(this))
3571 { 3626 {
3572 // m_log.DebugFormat( 3627 // m_log.DebugFormat(
3573 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", 3628 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3574 // Name, LocalId, m_undo.Count); 3629 // Name, LocalId, m_undo.Count);
3575 3630
3576 return; 3631 return;
3577 } 3632 }
3578 } 3633 }
3579 } 3634 }
3580 3635
3581 // m_log.DebugFormat( 3636 // m_log.DebugFormat(
3582 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", 3637 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3583 // Name, LocalId, forGroup, m_undo.Count); 3638 // Name, LocalId, forGroup, m_undo.Count);
3584 3639
3585 if (m_parentGroup.GetSceneMaxUndo() > 0) 3640 if (m_parentGroup.GetSceneMaxUndo() > 0)
3586 { 3641 {
3587 UndoState nUndo = new UndoState(this, forGroup); 3642 UndoState nUndo = new UndoState(this, forGroup);
3588 3643
3589 m_undo.Push(nUndo); 3644 m_undo.Push(nUndo);
3590 3645
3591 if (m_redo.Count > 0) 3646 if (m_redo.Count > 0)
3592 m_redo.Clear(); 3647 m_redo.Clear();
3593 3648
3594 // m_log.DebugFormat( 3649 // m_log.DebugFormat(
3595 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3650 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3596 // Name, LocalId, forGroup, m_undo.Count); 3651 // Name, LocalId, forGroup, m_undo.Count);
3597 } 3652 }
3598 } 3653 }
3599 } 3654 }
3600 } 3655 }
3601// else 3656 // else
3602// { 3657 // {
3603// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); 3658 // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3604// } 3659 // }
3605 } 3660 }
3606// else 3661 // else
3607// { 3662 // {
3608// m_log.DebugFormat( 3663 // m_log.DebugFormat(
3609// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); 3664 // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3610// } 3665 // }
3611 } 3666 }
3612 3667
3613 /// <summary> 3668 /// <summary>
@@ -4657,8 +4712,9 @@ namespace OpenSim.Region.Framework.Scenes
4657 { 4712 {
4658 m_shape.TextureEntry = textureEntry; 4713 m_shape.TextureEntry = textureEntry;
4659 TriggerScriptChangedEvent(Changed.TEXTURE); 4714 TriggerScriptChangedEvent(Changed.TEXTURE);
4660 4715 m_updateFlag = 1;
4661 ParentGroup.HasGroupChanged = true; 4716 ParentGroup.HasGroupChanged = true;
4717
4662 //This is madness.. 4718 //This is madness..
4663 //ParentGroup.ScheduleGroupForFullUpdate(); 4719 //ParentGroup.ScheduleGroupForFullUpdate();
4664 //This is sparta 4720 //This is sparta
@@ -4850,5 +4906,17 @@ namespace OpenSim.Region.Framework.Scenes
4850 Color color = Color; 4906 Color color = Color;
4851 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4907 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4852 } 4908 }
4909
4910 public void ResetOwnerChangeFlag()
4911 {
4912 List<UUID> inv = Inventory.GetInventoryList();
4913
4914 foreach (UUID itemID in inv)
4915 {
4916 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4917 item.OwnerChanged = false;
4918 Inventory.UpdateInventoryItem(item, false, false);
4919 }
4920 }
4853 } 4921 }
4854} 4922}