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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs10
1 files changed, 4 insertions, 6 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index a2e4417..d4cbf7d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -463,8 +463,6 @@ namespace OpenSim.Region.Framework.Scenes
463 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 463 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
464 { 464 {
465 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 465 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
466 uint x = 0;
467 uint y = 0;
468 string version = String.Empty; 466 string version = String.Empty;
469 Vector3 newpos = Vector3.Zero; 467 Vector3 newpos = Vector3.Zero;
470 OpenSim.Services.Interfaces.GridRegion destination = null; 468 OpenSim.Services.Interfaces.GridRegion destination = null;
@@ -484,7 +482,7 @@ namespace OpenSim.Region.Framework.Scenes
484 482
485 // We set the avatar position as being the object 483 // We set the avatar position as being the object
486 // position to get the region to send to 484 // position to get the region to send to
487 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null) 485 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out version, out newpos)) == null)
488 { 486 {
489 canCross = false; 487 canCross = false;
490 break; 488 break;
@@ -993,9 +991,9 @@ namespace OpenSim.Region.Framework.Scenes
993 maxX = -256f; 991 maxX = -256f;
994 maxY = -256f; 992 maxY = -256f;
995 maxZ = -256f; 993 maxZ = -256f;
996 minX = 256f; 994 minX = 10000f;
997 minY = 256f; 995 minY = 10000f;
998 minZ = 8192f; 996 minZ = 10000f;
999 997
1000 SceneObjectPart[] parts = m_parts.GetArray(); 998 SceneObjectPart[] parts = m_parts.GetArray();
1001 for (int i = 0; i < parts.Length; i++) 999 for (int i = 0; i < parts.Length; i++)