From 11e0ad6dc8663756154652465750c1ebaaf3124f Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 10 Jul 2012 23:39:05 +0100
Subject: Revert "refactor: Add SOP.IsSitTargetOccupied to improve readability"
This reverts commit c8f0d476d2f775ba4d7afca12eeff527b46bb8e2.
On reconsideration, I think this is less readable since immediately following code still sets SitTargetAvatar directly
---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 7 +------
1 file changed, 1 insertion(+), 6 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 937f43e..dcec7e9 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -136,11 +136,6 @@ namespace OpenSim.Region.Framework.Scenes
}
///
- /// Is the sit target of this part occupied?
- ///
- public bool IsSitTargetOccupied { get { return SitTargetAvatar != UUID.Zero; } }
-
- ///
/// Is an explicit sit target set for this part?
///
public bool IsSitTargetSet
@@ -741,7 +736,7 @@ namespace OpenSim.Region.Framework.Scenes
}
// TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
- if (IsSitTargetOccupied)
+ if (SitTargetAvatar != UUID.Zero)
{
ScenePresence avatar;
if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
--
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