diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs b/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs index cae7fe5..e7b09ea 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs | |||
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
40 | /// Running => PreRemove, Removing | 40 | /// Running => PreRemove, Removing |
41 | /// PreRemove => Running, Removing | 41 | /// PreRemove => Running, Removing |
42 | /// Removing => Removed | 42 | /// Removing => Removed |
43 | /// | 43 | /// |
44 | /// All other methods should only see the scene presence in running state - this is the normal operational state | 44 | /// All other methods should only see the scene presence in running state - this is the normal operational state |
45 | /// Removed state occurs when the presence has been removed. This is the end state with no exit. | 45 | /// Removed state occurs when the presence has been removed. This is the end state with no exit. |
46 | /// </remarks> | 46 | /// </remarks> |
@@ -89,13 +89,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
89 | else if (newState == ScenePresenceState.PreRemove && m_state == ScenePresenceState.Running) | 89 | else if (newState == ScenePresenceState.PreRemove && m_state == ScenePresenceState.Running) |
90 | transitionOkay = true; | 90 | transitionOkay = true; |
91 | else if (newState == ScenePresenceState.Removing) | 91 | else if (newState == ScenePresenceState.Removing) |
92 | { | 92 | { |
93 | if (m_state == ScenePresenceState.Running || m_state == ScenePresenceState.PreRemove) | 93 | if (m_state == ScenePresenceState.Running || m_state == ScenePresenceState.PreRemove) |
94 | transitionOkay = true; | 94 | transitionOkay = true; |
95 | } | 95 | } |
96 | else if (newState == ScenePresenceState.Removed && m_state == ScenePresenceState.Removing) | 96 | else if (newState == ScenePresenceState.Removed && m_state == ScenePresenceState.Removing) |
97 | transitionOkay = true; | 97 | transitionOkay = true; |
98 | } | 98 | } |
99 | 99 | ||
100 | if (!transitionOkay) | 100 | if (!transitionOkay) |
101 | { | 101 | { |