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author | UbitUmarov | 2015-09-02 19:54:53 +0100 |
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committer | UbitUmarov | 2015-09-02 19:54:53 +0100 |
commit | a11edceb00b5b86f825bd957bdac9edb91f893dd (patch) | |
tree | c192eae26f3aadf365a66f32fc6d9ade2f0a0c61 /OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs | |
parent | bad merge? (diff) | |
download | opensim-SC-a11edceb00b5b86f825bd957bdac9edb91f893dd.zip opensim-SC-a11edceb00b5b86f825bd957bdac9edb91f893dd.tar.gz opensim-SC-a11edceb00b5b86f825bd957bdac9edb91f893dd.tar.bz2 opensim-SC-a11edceb00b5b86f825bd957bdac9edb91f893dd.tar.xz |
seems to compile ( tests comented out)
Diffstat (limited to 'OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs')
-rw-r--r-- | OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs | 9 |
1 files changed, 0 insertions, 9 deletions
diff --git a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs index d3c46c9..50a5fae 100644 --- a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs +++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs | |||
@@ -153,14 +153,6 @@ namespace OpenSim.Region.OptionalModules | |||
153 | 153 | ||
154 | ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); | 154 | ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); |
155 | 155 | ||
156 | <<<<<<< HEAD | ||
157 | // newParcel will be null only if it outside of our current region. If this is the case, then the | ||
158 | // receiving permissions will perform the check. | ||
159 | if (newParcel == null) | ||
160 | return true; | ||
161 | |||
162 | // The prim hasn't crossed a region boundary so we don't need to worry | ||
163 | ======= | ||
164 | if (newParcel == null) | 156 | if (newParcel == null) |
165 | return true; | 157 | return true; |
166 | 158 | ||
@@ -168,7 +160,6 @@ namespace OpenSim.Region.OptionalModules | |||
168 | ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); | 160 | ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); |
169 | 161 | ||
170 | // The prim hasn't crossed a region boundry so we don't need to worry | 162 | // The prim hasn't crossed a region boundry so we don't need to worry |
171 | >>>>>>> avn/ubitvar | ||
172 | // about prim counts here | 163 | // about prim counts here |
173 | if(oldParcel != null && oldParcel.Equals(newParcel)) | 164 | if(oldParcel != null && oldParcel.Equals(newParcel)) |
174 | { | 165 | { |