public LSL_Integer osInviteToGroup(LSL_Key agentId)
{
CheckThreatLevel(ThreatLevel.VeryLow, "osInviteToGroup");
m_host.AddScriptLPS(1);
UUID agent = new UUID(agentId);
// groups module is required
IGroupsModule groupsModule = m_ScriptEngine.World.RequestModuleInterface<IGroupsModule>();
if (groupsModule == null) return ScriptBaseClass.FALSE;
// object has to be set to a group, but not group owned
if (m_host.GroupID == UUID.Zero || m_host.GroupID == m_host.OwnerID) return ScriptBaseClass.FALSE;
// object owner has to be in that group and required permissions
GroupMembershipData member = groupsModule.GetMembershipData(m_host.GroupID, m_host.OwnerID);
if (member == null || (member.GroupPowers & (ulong)GroupPowers.Invite) == 0) return ScriptBaseClass.FALSE;
// check if agent is in that group already
//member = groupsModule.GetMembershipData(agent, m_host.GroupID, agent);
//if (member != null) return ScriptBaseClass.FALSE;
// invited agent has to be present in this scene
if (World.GetScenePresence(agent) == null) return ScriptBaseClass.FALSE;
groupsModule.InviteGroup(null, m_host.OwnerID, m_host.GroupID, agent, UUID.Zero);
return ScriptBaseClass.TRUE;
}