public Packet RezSingleAttachmentFromInv(InventoryItem item, ObjectManager.AttachmentPoint AttachmentPt) { RezSingleAttachmentFromInvPacket p = new RezSingleAttachmentFromInvPacket(); p.AgentData.AgentID = AgentID; p.AgentData.SessionID = SessionID; p.ObjectData.Description = Helpers.StringToField(item.Description); p.ObjectData.EveryoneMask = item.EveryoneMask; p.ObjectData.GroupMask = item.GroupMask; p.ObjectData.ItemFlags = item.Flags; p.ObjectData.ItemID = item.ItemID; p.ObjectData.Name = Helpers.StringToField(item.Name); p.ObjectData.NextOwnerMask = item.NextOwnerMask; p.ObjectData.OwnerID = item.OwnerID; p.ObjectData.AttachmentPt = (byte)AttachmentPt; // Default; return p; }
/// <summary> /// Constructor. /// </summary> public SecondLife() { Network = new NetworkManager(this); Parcels = new ParcelManager(this); Self = new MainAvatar(this); Avatars = new AvatarManager(this); Grid = new GridManager(this); Objects = new ObjectManager(this); Groups = new GroupManager(this); Debug = true; }
/// <summary> /// Default constructor /// </summary> public SecondLife() { // These are order-dependant Network = new NetworkManager(this); Settings = new Settings(this); Parcels = new ParcelManager(this); Self = new AgentManager(this); Avatars = new AvatarManager(this); Friends = new FriendsManager(this); Grid = new GridManager(this); Objects = new ObjectManager(this); Groups = new GroupManager(this); Assets = new AssetManager(this); Appearance = new AppearanceManager(this, Assets); Inventory = new InventoryManager(this); Directory = new DirectoryManager(this); Terrain = new TerrainManager(this); Sound = new SoundManager(this); Throttle = new AgentThrottle(this); }
public void Attach(LLUUID itemID, LLUUID ownerID, string name, string description, Permissions perms, uint itemFlags, ObjectManager.AttachmentPoint attachPoint) { // TODO: At some point it might be beneficial to have AppearanceManager track what we // are currently wearing for attachments to make enumeration and detachment easier RezSingleAttachmentFromInvPacket attach = new RezSingleAttachmentFromInvPacket(); attach.AgentData.AgentID = Client.Self.AgentID; attach.AgentData.SessionID = Client.Self.SessionID; attach.ObjectData.AttachmentPt = (byte)attachPoint; attach.ObjectData.Description = Helpers.StringToField(description); attach.ObjectData.EveryoneMask = (uint)perms.EveryoneMask; attach.ObjectData.GroupMask = (uint)perms.GroupMask; attach.ObjectData.ItemFlags = itemFlags; attach.ObjectData.ItemID = itemID; attach.ObjectData.Name = Helpers.StringToField(name); attach.ObjectData.NextOwnerMask = (uint)perms.NextOwnerMask; attach.ObjectData.OwnerID = ownerID; Client.Network.SendPacket(attach); }
public void Attach(InventoryItem item, ObjectManager.AttachmentPoint attachPoint) { Attach(item.UUID, item.OwnerID, item.Name, item.Description, item.Permissions, item.Flags, attachPoint); }
/// <summary> /// Attempt to rez and attach an inventory item /// </summary> /// <param name="Item"></param> /// <param name="AttachmentPt"></param> internal void ItemRezAttach(InventoryItem Item, ObjectManager.AttachmentPoint AttachmentPt) { Packet p = InvPacketHelper.RezSingleAttachmentFromInv(Item, AttachmentPt); slClient.Network.SendPacket(p); }
/// <summary> /// Default constructor /// </summary> public SecondLife() { // These are order-dependant Network = new NetworkManager(this); Settings = new Settings(this); Parcels = new ParcelManager(this); Self = new MainAvatar(this); Avatars = new AvatarManager(this); Grid = new GridManager(this); Objects = new ObjectManager(this); Groups = new GroupManager(this); Assets = new AssetManager(this); Images = new ImageManager(this); Inventory = new InventoryManager(this); Throttle = new AgentThrottle(this); }
/// <summary> /// Attempt to attach this item. /// </summary> /// <param name="AttachmentPt">Where to attach to</param> public void Attach(ObjectManager.AttachmentPoint AttachmentPt) { iManager.ItemRezAttach(this, 0); }