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authorJustin Clark-Casey (justincc)2010-02-08 19:10:54 +0000
committerJustin Clark-Casey (justincc)2010-02-08 19:10:54 +0000
commit9f4883d1468b5fe1c60e1831b24e1fed1eb5caeb (patch)
treeb47729153fe86d031ef2a442996fb4d864e73ffb /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parentAdd EventManager.OnIncomingSceneObject event which is triggered by an incomin... (diff)
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refactor: Reuse SceneObjectGroup.IsAttachmentCheckFull() in Scene.AddSceneObject since this wraps a check that is much less clear
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs11
1 files changed, 10 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 8c56870..af46659 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -268,7 +268,16 @@ namespace OpenSim.Region.Framework.Scenes
268 } 268 }
269 } 269 }
270 270
271 private bool IsAttachmentCheckFull() 271 /// <summary>
272 /// Check both the attachment property and the relevant properties of the underlying root part.
273 /// </summary>
274 /// This is necessary in some cases, particularly when a scene object has just crossed into a region and doesn't
275 /// have the IsAttachment property yet checked.
276 ///
277 /// FIXME: However, this should be fixed so that this property
278 /// propertly reflects the underlying status.
279 /// <returns></returns>
280 public bool IsAttachmentCheckFull()
272 { 281 {
273 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 282 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
274 } 283 }