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authorJeff Ames2008-08-15 10:24:04 +0000
committerJeff Ames2008-08-15 10:24:04 +0000
commitdde21314e75acdaeff27af70077f283493401961 (patch)
tree490ab065895adb41ee4771fce623f99faa60b507 /OpenSim/Region/Environment/Scenes/ScenePresence.cs
parentFixes a case where, when inventory is not currently accessible due (diff)
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Update svn properties, formatting cleanup, fix a couple compiler warnings.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs22
1 files changed, 13 insertions, 9 deletions
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index 636d08c..d8d534e 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -1102,12 +1102,13 @@ namespace OpenSim.Region.Environment.Scenes
1102 1102
1103 // Get our own copy of the part array, and sort into the order we want to test 1103 // Get our own copy of the part array, and sort into the order we want to test
1104 SceneObjectPart[] partArray = targetPart.ParentGroup.GetParts(); 1104 SceneObjectPart[] partArray = targetPart.ParentGroup.GetParts();
1105 Array.Sort(partArray, delegate(SceneObjectPart p1, SceneObjectPart p2) { 1105 Array.Sort(partArray, delegate(SceneObjectPart p1, SceneObjectPart p2)
1106 // we want the originally selected part first, then the rest in link order -- so make the selected part link num (-1) 1106 {
1107 int linkNum1 = p1==targetPart ? -1 : p1.LinkNum; 1107 // we want the originally selected part first, then the rest in link order -- so make the selected part link num (-1)
1108 int linkNum2 = p2==targetPart ? -1 : p2.LinkNum; 1108 int linkNum1 = p1==targetPart ? -1 : p1.LinkNum;
1109 return linkNum1 - linkNum2; 1109 int linkNum2 = p2==targetPart ? -1 : p2.LinkNum;
1110 } 1110 return linkNum1 - linkNum2;
1111 }
1111 ); 1112 );
1112 1113
1113 //look for prims with explicit sit targets that are available 1114 //look for prims with explicit sit targets that are available
@@ -1772,7 +1773,8 @@ namespace OpenSim.Region.Environment.Scenes
1772 // Because appearance setting is in a module, we actually need 1773 // Because appearance setting is in a module, we actually need
1773 // to give it access to our appearance directly, otherwise we 1774 // to give it access to our appearance directly, otherwise we
1774 // get a synchronization issue. 1775 // get a synchronization issue.
1775 public AvatarAppearance Appearance { 1776 public AvatarAppearance Appearance
1777 {
1776 get { return m_appearance; } 1778 get { return m_appearance; }
1777 set { m_appearance = value; } 1779 set { m_appearance = value; }
1778 } 1780 }
@@ -2789,7 +2791,8 @@ namespace OpenSim.Region.Environment.Scenes
2789 } 2791 }
2790 2792
2791 // optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that 2793 // optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that
2792 if(allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands) { 2794 if (allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands)
2795 {
2793 lock (scriptedcontrols) 2796 lock (scriptedcontrols)
2794 { 2797 {
2795 foreach (LLUUID scriptUUID in scriptedcontrols.Keys) 2798 foreach (LLUUID scriptUUID in scriptedcontrols.Keys)
@@ -2798,7 +2801,8 @@ namespace OpenSim.Region.Environment.Scenes
2798 ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us 2801 ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us
2799 ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle 2802 ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle
2800 ScriptControlled localChange = localHeld ^ localLast; // the changed bits 2803 ScriptControlled localChange = localHeld ^ localLast; // the changed bits
2801 if(localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO) { 2804 if (localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO)
2805 {
2802 // only send if still pressed or just changed 2806 // only send if still pressed or just changed
2803 m_scene.EventManager.TriggerControlEvent(scriptControlData.objID, scriptUUID, UUID, (uint)localHeld, (uint)localChange); 2807 m_scene.EventManager.TriggerControlEvent(scriptControlData.objID, scriptUUID, UUID, (uint)localHeld, (uint)localChange);
2804 } 2808 }