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authorJustin Clarke Casey2008-01-09 15:46:45 +0000
committerJustin Clarke Casey2008-01-09 15:46:45 +0000
commit796ae57bea5e7004ac8d41bee2d496d645db81ce (patch)
treecf40811cc9b7ae91e679d639785bd6ab4fd422d0 /OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
parent* removed another superfluous debug message (diff)
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Prim inventory script saving phase 2.
* It is now possible to edit and save scripts directly from prim inventories * On saving, the script will be restarted in the region * Doesn't appear that it's yet possible to drag inventory contents back to agent inventory. Not quite sure why this is yet - the perms all look very permissive.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs7
1 files changed, 3 insertions, 4 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index e8d12ff..c623e55 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -375,8 +375,9 @@ namespace OpenSim.Region.Environment.Scenes
375 375
376 foreach (SceneObjectPart part in m_parts.Values) 376 foreach (SceneObjectPart part in m_parts.Values)
377 { 377 {
378 Vector3 partPosition = 378 // Temporary commented to stop compiler warning
379 new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 379 //Vector3 partPosition =
380 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
380 Quaternion parentrotation = 381 Quaternion parentrotation =
381 new Quaternion(GroupRotation.W, GroupRotation.X, GroupRotation.Y, GroupRotation.Z); 382 new Quaternion(GroupRotation.W, GroupRotation.X, GroupRotation.Y, GroupRotation.Z);
382 383
@@ -827,10 +828,8 @@ namespace OpenSim.Region.Environment.Scenes
827 /// <returns></returns> 828 /// <returns></returns>
828 public bool HasChildPrim(LLUUID primID) 829 public bool HasChildPrim(LLUUID primID)
829 { 830 {
830 SceneObjectPart childPart = null;
831 if (m_parts.ContainsKey(primID)) 831 if (m_parts.ContainsKey(primID))
832 { 832 {
833 childPart = m_parts[primID];
834 return true; 833 return true;
835 } 834 }
836 return false; 835 return false;