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authorJustin Clark-Casey (justincc)2015-01-17 00:08:16 +0000
committerJustin Clark-Casey (justincc)2015-01-17 00:08:16 +0000
commit1f04e1bc23b0fc7a27ee9d14b830b1e5e08c01c4 (patch)
treec02b00e273d9ebd9974148fcc1953bbf3555b468
parentMake XEngine.SaveAllState() actually do this instead of script maintenance (diff)
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minor: In AttachmentsModule.UpdateKnownItem use the existing IInventoryAccessModule reference that other methods are already using rather than fetching its own copy.
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs5
1 files changed, 2 insertions, 3 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 4af4ddb..8705dd5 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -795,9 +795,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
795 Utils.StringToBytes(sceneObjectXml), 795 Utils.StringToBytes(sceneObjectXml),
796 sp.UUID); 796 sp.UUID);
797 797
798 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 798 if (m_invAccessModule != null)
799 799 m_invAccessModule.UpdateInventoryItemAsset(sp.UUID, item, asset);
800 invAccess.UpdateInventoryItemAsset(sp.UUID, item, asset);
801 800
802 // If the name of the object has been changed whilst attached then we want to update the inventory 801 // If the name of the object has been changed whilst attached then we want to update the inventory
803 // item in the viewer. 802 // item in the viewer.