THE BIGGIE.

Holy hell, this was an interesting one to implement. I wish I understood it better. Unfortunately I think this marks the end of trying to re-implement the Local Inventory for Temp and Local textures. It's just not feasible now that the entire inventory system has been whipped into a code shitstorm.

Signed-off-by: Beeks <HgDelirium@gmail.com>
This commit is contained in:
Beeks
2010-09-22 06:48:48 -04:00
parent 3d4fee4614
commit ec55705bdd
48 changed files with 8559 additions and 7177 deletions

View File

@@ -126,6 +126,25 @@ const std::string& LLInventoryObject::getName() const
return mName;
}
// To bypass linked items, since llviewerinventory's getType
// will return the linked-to item's type instead of this object's type.
LLAssetType::EType LLInventoryObject::getActualType() const
{
return mType;
}
BOOL LLInventoryObject::getIsLinkType() const
{
return LLAssetType::lookupIsLinkType(mType);
}
// See LLInventoryItem override.
// virtual
const LLUUID& LLInventoryObject::getLinkedUUID() const
{
return mUUID;
}
LLAssetType::EType LLInventoryObject::getType() const
{
return mType;
@@ -342,6 +361,19 @@ void LLInventoryItem::cloneItem(LLPointer<LLInventoryItem>& newitem) const
newitem->mUUID.generate();
}
// If this is a linked item, then the UUID of the base object is
// this item's assetID.
// virtual
const LLUUID& LLInventoryItem::getLinkedUUID() const
{
if (LLAssetType::lookupIsLinkType(getActualType()))
{
return mAssetUUID;
}
return LLInventoryObject::getLinkedUUID();
}
const LLPermissions& LLInventoryItem::getPermissions() const
{
return mPermissions;