public void UpdateLandProperties(ILandObject land, LandUpdateArgs args, IClientAPI remote_client)
        {
            bool snap_selection = false;
            bool needOverlay = false;
            if (land.UpdateLandProperties(args, remote_client, out snap_selection, out needOverlay))
            {
                UUID parcelID = land.LandData.GlobalID;
                m_scene.ForEachScenePresence(delegate(ScenePresence avatar)
                {
                    if (avatar.IsDeleted || avatar.isNPC)
                        return;

                    IClientAPI client = avatar.ControllingClient;
                    if (needOverlay)
                        SendParcelOverlay(client);

                    if (avatar.IsChildAgent)
                    {
                        if(client == remote_client)
                            land.SendLandProperties(-10000, false, LandChannel.LAND_RESULT_SINGLE, client);
                        return;
                    }

                    ILandObject aland = GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
                    if (aland != null)
                    {
                        if(client == remote_client && land != aland)
                            land.SendLandProperties(-10000, false, LandChannel.LAND_RESULT_SINGLE, client);
                        else if (land == aland)
                             aland.SendLandProperties(0, false, LandChannel.LAND_RESULT_SINGLE, client);
                    }
                    if (avatar.currentParcelUUID == parcelID)
                        avatar.currentParcelUUID = parcelID; // force parcel flags review
                });
            }
        }