OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
/// <summary>
/// Reset UUIDs for all the items in the prim's inventory.
/// </summary>
/// <remarks>
/// This involves either generating
/// new ones or setting existing UUIDs to the correct parent UUIDs.
///
/// If this method is called and there are inventory items, then we regard the inventory as having changed.
/// </remarks>
Reset UUIDs for all the items in the prim's inventory.
Reset UUIDs for all the items in the prim ' s inventory .
public void ResetInventoryIDs()
        {
            if (null == m_part)
                return;
            lock (m_items)
            {
                if (0 == m_items.Count)
                    return;
                IList<TaskInventoryItem> items = GetInventoryItems();
                m_items.Clear();
                foreach (TaskInventoryItem item in items)
                {
                    item.ResetIDs(m_part.UUID);
                    m_items.Add(item.ItemID, item);
                }
            }
        }
public void ResetInventoryIDs ( ) { if ( null == m_part ) return ; lock ( m_items ) { if ( 0 == m_items . Count ) return ; IList < TaskInventoryItem > items = GetInventoryItems ( ) ; m_items . Clear ( ) ; foreach ( TaskInventoryItem item in items ) { item . ResetIDs ( m_part . UUID ) ; m_items . Add ( item . ItemID , item ) ; } } }
Reset UUIDs for all the items in the prim's inventory.
Reset UUIDs for all the items in the prim ' s inventory .
remarks
This involves either generating
new ones or setting existing UUIDs to the correct parent UUIDs.

If this method is called and there are inventory items, then we regard the inventory as having changed.
This involves either generating new ones or setting existing UUIDs to the correct parent UUIDs . If this method is called and there are inventory items then we regard the inventory as having changed .