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author | MW | 2007-06-14 10:11:30 +0000 |
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committer | MW | 2007-06-14 10:11:30 +0000 |
commit | c8db62e0e4b226537a2d727817c4a60c81d8a5cc (patch) | |
tree | 534f984fef9a41a6801011bf0b98690894bb6631 /OpenSim | |
parent | * Updated Prebuild.exe (diff) | |
download | opensim-SC-c8db62e0e4b226537a2d727817c4a60c81d8a5cc.zip opensim-SC-c8db62e0e4b226537a2d727817c4a60c81d8a5cc.tar.gz opensim-SC-c8db62e0e4b226537a2d727817c4a60c81d8a5cc.tar.bz2 opensim-SC-c8db62e0e4b226537a2d727817c4a60c81d8a5cc.tar.xz |
Fixed the bug that makes a region use its water height as its name (in regionhandshake), which lead to most regions being called "20".
Diffstat (limited to '')
-rw-r--r-- | OpenSim/OpenSim.RegionServer/Estate/EstateManager.cs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/OpenSim.RegionServer/Estate/EstateManager.cs b/OpenSim/OpenSim.RegionServer/Estate/EstateManager.cs index 7a34334..0bf0615 100644 --- a/OpenSim/OpenSim.RegionServer/Estate/EstateManager.cs +++ b/OpenSim/OpenSim.RegionServer/Estate/EstateManager.cs | |||
@@ -275,7 +275,7 @@ namespace OpenSim.RegionServer.Estate | |||
275 | 275 | ||
276 | handshake.RegionInfo.RegionFlags = (uint)m_world.m_regInfo.estateSettings.regionFlags; | 276 | handshake.RegionInfo.RegionFlags = (uint)m_world.m_regInfo.estateSettings.regionFlags; |
277 | 277 | ||
278 | handshake.RegionInfo.SimName = _enc.GetBytes(m_world.m_regInfo.estateSettings.waterHeight + "\0"); | 278 | handshake.RegionInfo.SimName = _enc.GetBytes(m_world.m_regInfo.RegionName + "\0"); |
279 | handshake.RegionInfo.SimOwner = m_world.m_regInfo.MasterAvatarAssignedUUID; | 279 | handshake.RegionInfo.SimOwner = m_world.m_regInfo.MasterAvatarAssignedUUID; |
280 | handshake.RegionInfo.TerrainBase0 = m_world.m_regInfo.estateSettings.terrainBase0; | 280 | handshake.RegionInfo.TerrainBase0 = m_world.m_regInfo.estateSettings.terrainBase0; |
281 | handshake.RegionInfo.TerrainBase1 = m_world.m_regInfo.estateSettings.terrainBase1; | 281 | handshake.RegionInfo.TerrainBase1 = m_world.m_regInfo.estateSettings.terrainBase1; |