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-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs12
1 files changed, 9 insertions, 3 deletions
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index ad6793f..084fadf 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -980,8 +980,14 @@ namespace OpenSim.Region.CoreModules.World.Land
980 return; 980 return;
981 } 981 }
982 982
983 //Lets create a new land object with bitmap activated at that point (keeping the old land objects info) 983 // invalidate landing point
984 startLandObject.LandData.LandingType = (byte)LandingType.None;
985 startLandObject.LandData.UserLocation = Vector3.Zero;
986 startLandObject.LandData.UserLookAt = Vector3.Zero;
987
988 //Lets create a new land object with bitmap activated at that point (keeping the old land objects info)
984 ILandObject newLand = startLandObject.Copy(); 989 ILandObject newLand = startLandObject.Copy();
990
985 newLand.LandData.Name = newLand.LandData.Name; 991 newLand.LandData.Name = newLand.LandData.Name;
986 newLand.LandData.GlobalID = UUID.Random(); 992 newLand.LandData.GlobalID = UUID.Random();
987 newLand.LandData.Dwell = 0; 993 newLand.LandData.Dwell = 0;
@@ -990,7 +996,7 @@ namespace OpenSim.Region.CoreModules.World.Land
990 996
991 newLand.SetLandBitmap(newLand.GetSquareLandBitmap(start_x, start_y, end_x, end_y)); 997 newLand.SetLandBitmap(newLand.GetSquareLandBitmap(start_x, start_y, end_x, end_y));
992 998
993 //Now, lets set the subdivision area of the original to false 999 //lets set the subdivision area of the original to false
994 int startLandObjectIndex = startLandObject.LandData.LocalID; 1000 int startLandObjectIndex = startLandObject.LandData.LocalID;
995 lock (m_landList) 1001 lock (m_landList)
996 { 1002 {
@@ -999,7 +1005,7 @@ namespace OpenSim.Region.CoreModules.World.Land
999 m_landList[startLandObjectIndex].ForceUpdateLandInfo(); 1005 m_landList[startLandObjectIndex].ForceUpdateLandInfo();
1000 } 1006 }
1001 1007
1002 //Now add the new land object 1008 //add the new land object
1003 ILandObject result = AddLandObject(newLand); 1009 ILandObject result = AddLandObject(newLand);
1004 1010
1005 UpdateLandObject(startLandObject.LandData.LocalID, startLandObject.LandData); 1011 UpdateLandObject(startLandObject.LandData.LocalID, startLandObject.LandData);