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authorJustin Clark-Casey (justincc)2011-08-24 22:34:26 +0100
committerJustin Clark-Casey (justincc)2011-08-24 22:34:26 +0100
commit6d4432f44009d7f7f3e52c56e8ccc994494ec529 (patch)
tree197fa7cf8ae1c4f3a07b9598fb242519a80ef55a /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parentextend initial rez regression test to check that attachment is phantom (diff)
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refactor: simplify EntityBase.IsDeleted property
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 079148f..8f0fa55 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1832,7 +1832,7 @@ namespace OpenSim.Region.Framework.Scenes
1832 // an object has been deleted from a scene before update was processed. 1832 // an object has been deleted from a scene before update was processed.
1833 // A more fundamental overhaul of the update mechanism is required to eliminate all 1833 // A more fundamental overhaul of the update mechanism is required to eliminate all
1834 // the race conditions. 1834 // the race conditions.
1835 if (m_isDeleted) 1835 if (IsDeleted)
1836 return; 1836 return;
1837 1837
1838 // Even temporary objects take part in physics (e.g. temp-on-rez bullets) 1838 // Even temporary objects take part in physics (e.g. temp-on-rez bullets)
@@ -2142,7 +2142,7 @@ namespace OpenSim.Region.Framework.Scenes
2142 } 2142 }
2143 2143
2144 m_scene.UnlinkSceneObject(objectGroup, true); 2144 m_scene.UnlinkSceneObject(objectGroup, true);
2145 objectGroup.m_isDeleted = true; 2145 objectGroup.IsDeleted = true;
2146 2146
2147 objectGroup.m_parts.Clear(); 2147 objectGroup.m_parts.Clear();
2148 2148
@@ -3385,7 +3385,7 @@ namespace OpenSim.Region.Framework.Scenes
3385 public virtual ISceneObject CloneForNewScene() 3385 public virtual ISceneObject CloneForNewScene()
3386 { 3386 {
3387 SceneObjectGroup sog = Copy(false); 3387 SceneObjectGroup sog = Copy(false);
3388 sog.m_isDeleted = false; 3388 sog.IsDeleted = false;
3389 return sog; 3389 return sog;
3390 } 3390 }
3391 3391