whoops, accidentally broke editing items with the hex editor
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@@ -31,17 +31,22 @@ DOFloaterHex::DOFloaterHex(LLUUID item_id, BOOL vfs, LLAssetType::EType asset_ty
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: LLFloater()
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: LLFloater()
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{
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{
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sInstances.push_back(this);
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sInstances.push_back(this);
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mVFS = vfs;
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//we are editing an asset directly from the VFS
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if(vfs)
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if(vfs)
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{
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{
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mVFS = true;
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mAssetId = item_id;
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mAssetId = item_id;
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mAssetType = asset_type;
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mAssetType = asset_type;
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//we are editing an inventory item
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} else {
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} else {
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mVFS = false;
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mItem = (LLInventoryItem*)gInventory.getItem(item_id);
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mAssetId = mItem->getAssetUUID();
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mAssetId = mItem->getAssetUUID();
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mAssetType = mItem->getType();
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mAssetType = mItem->getType();
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}
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}
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llinfos << "Asset ID: " << item_id.asString() << llendl;
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//llinfos << "Asset ID: " << item_id.asString() << llendl;
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LLUICtrlFactory::getInstance()->buildFloater(this, "floater_hex.xml");
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LLUICtrlFactory::getInstance()->buildFloater(this, "floater_hex.xml");
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}
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}
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@@ -57,11 +62,10 @@ void DOFloaterHex::show(LLUUID item_id, BOOL vfs, LLAssetType::EType asset_type)
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gFloaterView->getNewFloaterPosition(&left, &top);
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gFloaterView->getNewFloaterPosition(&left, &top);
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LLRect rect = gSavedSettings.getRect("FloaterHexRect");
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LLRect rect = gSavedSettings.getRect("FloaterHexRect");
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rect.translate(left - rect.mLeft, top - rect.mTop);
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rect.translate(left - rect.mLeft, top - rect.mTop);
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DOFloaterHex* floaterp = new DOFloaterHex(item_id);
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DOFloaterHex* floaterp = new DOFloaterHex(item_id);
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floaterp->setRect(rect);
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floaterp->setRect(rect);
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floaterp->mItem = item;
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gFloaterView->adjustToFitScreen(floaterp, FALSE);
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gFloaterView->adjustToFitScreen(floaterp, FALSE);
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}
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}
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} else if (item_id.notNull() && asset_type != LLAssetType::AT_NONE) {
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} else if (item_id.notNull() && asset_type != LLAssetType::AT_NONE) {
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