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authorMelanie2012-07-11 03:56:50 +0100
committerMelanie2012-07-11 03:56:50 +0100
commit0bc8238a6c25bc42438caee0cf42deec00f26b8e (patch)
treea046cace418e2e7714818c60242698d0dd9cb4f4 /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parentMerge branch 'avination' into careminster (diff)
parentIf a part has a sit target and an avatar is already sitting, allow another av... (diff)
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Merge branch 'master' into careminster
Conflicts: OpenSim/Framework/Watchdog.cs OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs24
1 files changed, 14 insertions, 10 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index f68a5b3..cc7d0fb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1674,16 +1674,6 @@ namespace OpenSim.Region.Framework.Scenes
1674 { 1674 {
1675 return Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f); 1675 return Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f);
1676 } 1676 }
1677
1678 /// <summary>
1679 /// Added as a way for the storage provider to reset the scene,
1680 /// most likely a better way to do this sort of thing but for now...
1681 /// </summary>
1682 /// <param name="scene"></param>
1683 public void SetScene(Scene scene)
1684 {
1685 m_scene = scene;
1686 }
1687 1677
1688 /// <summary> 1678 /// <summary>
1689 /// Set a part to act as the root part for this scene object 1679 /// Set a part to act as the root part for this scene object
@@ -4324,6 +4314,20 @@ namespace OpenSim.Region.Framework.Scenes
4324 return count; 4314 return count;
4325 } 4315 }
4326 4316
4317 /// <summary>
4318 /// Gets the number of sitting avatars.
4319 /// </summary>
4320 /// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
4321 /// <returns></returns>
4322 public int GetSittingAvatarsCount()
4323 {
4324 int count = 0;
4325
4326 Array.ForEach<SceneObjectPart>(m_parts.GetArray(), p => count += p.GetSittingAvatarsCount());
4327
4328 return count;
4329 }
4330
4327 public override string ToString() 4331 public override string ToString()
4328 { 4332 {
4329 return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition); 4333 return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition);