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author | Justin Clark-Casey (justincc) | 2011-11-21 17:55:10 +0000 |
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committer | Justin Clark-Casey (justincc) | 2011-11-21 17:55:10 +0000 |
commit | 39c1ae2408f0e93362894b3b45ebc8f965a6d7c5 (patch) | |
tree | 609e685f32fef8b995585648fb7c2d4ce5f9d37b | |
parent | refactor: Make SOP.Description an automatic property (diff) | |
download | opensim-SC_OLD-39c1ae2408f0e93362894b3b45ebc8f965a6d7c5.zip opensim-SC_OLD-39c1ae2408f0e93362894b3b45ebc8f965a6d7c5.tar.gz opensim-SC_OLD-39c1ae2408f0e93362894b3b45ebc8f965a6d7c5.tar.bz2 opensim-SC_OLD-39c1ae2408f0e93362894b3b45ebc8f965a6d7c5.tar.xz |
Chain SOP constructors together rather than having copy/paste code
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 19 |
1 files changed, 5 insertions, 14 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index b97efc4..24322a1 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -318,12 +318,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
318 | /// </summary> | 318 | /// </summary> |
319 | public SceneObjectPart() | 319 | public SceneObjectPart() |
320 | { | 320 | { |
321 | // It's not necessary to persist this | ||
322 | m_TextureAnimation = Utils.EmptyBytes; | 321 | m_TextureAnimation = Utils.EmptyBytes; |
323 | m_particleSystem = Utils.EmptyBytes; | 322 | m_particleSystem = Utils.EmptyBytes; |
324 | Rezzed = DateTime.UtcNow; | 323 | Rezzed = DateTime.UtcNow; |
325 | Description = String.Empty; | 324 | Description = String.Empty; |
326 | 325 | ||
326 | // Prims currently only contain a single folder (Contents). From looking at the Second Life protocol, | ||
327 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from | ||
328 | // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log | ||
327 | m_inventory = new SceneObjectPartInventory(this); | 329 | m_inventory = new SceneObjectPartInventory(this); |
328 | } | 330 | } |
329 | 331 | ||
@@ -337,12 +339,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
337 | /// <param name="offsetPosition"></param> | 339 | /// <param name="offsetPosition"></param> |
338 | public SceneObjectPart( | 340 | public SceneObjectPart( |
339 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, | 341 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, |
340 | Quaternion rotationOffset, Vector3 offsetPosition) | 342 | Quaternion rotationOffset, Vector3 offsetPosition) : this() |
341 | { | 343 | { |
342 | m_name = "Primitive"; | 344 | m_name = "Primitive"; |
343 | 345 | ||
344 | Rezzed = DateTime.UtcNow; | ||
345 | Description = String.Empty; | ||
346 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); | 346 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); |
347 | LastOwnerID = CreatorID = OwnerID = ownerID; | 347 | LastOwnerID = CreatorID = OwnerID = ownerID; |
348 | UUID = UUID.Random(); | 348 | UUID = UUID.Random(); |
@@ -357,19 +357,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
357 | Velocity = Vector3.Zero; | 357 | Velocity = Vector3.Zero; |
358 | AngularVelocity = Vector3.Zero; | 358 | AngularVelocity = Vector3.Zero; |
359 | Acceleration = Vector3.Zero; | 359 | Acceleration = Vector3.Zero; |
360 | m_TextureAnimation = Utils.EmptyBytes; | ||
361 | m_particleSystem = Utils.EmptyBytes; | ||
362 | |||
363 | // Prims currently only contain a single folder (Contents). From looking at the Second Life protocol, | ||
364 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from | ||
365 | // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log | ||
366 | |||
367 | Flags = 0; | 360 | Flags = 0; |
368 | CreateSelected = true; | 361 | CreateSelected = true; |
369 | 362 | ||
370 | TrimPermissions(); | 363 | TrimPermissions(); |
371 | |||
372 | m_inventory = new SceneObjectPartInventory(this); | ||
373 | } | 364 | } |
374 | 365 | ||
375 | #endregion Constructors | 366 | #endregion Constructors |