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authorlbsa712007-09-21 03:13:49 +0000
committerlbsa712007-09-21 03:13:49 +0000
commit409bcd999d19c52133f7099963febdf96d865467 (patch)
treea4853c05b6af3b17a2ee1392aca9e08ed38ac427 /OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
parentphysics-related fixes; should stabilize border crossings (diff)
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* Continuing refactoring of presence
* Deleted stub ScenePresence.Body.cs * Added stub Region classes The idea is to, at first, have every ScenePresence have one RegionPresence, moving code over to it until we can detach the two classes and not have a ScenePresence for every RegionPresence.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index d1c4ae8..c1c678f 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -80,7 +80,7 @@ namespace OpenSim.Region.Environment.Scenes
80 } 80 }
81 } 81 }
82 82
83 public override LLVector3 AbsolutePosition 83 public LLVector3 AbsolutePosition
84 { 84 {
85 get { return m_rootPart.GroupPosition; } 85 get { return m_rootPart.GroupPosition; }
86 set 86 set
@@ -1236,7 +1236,7 @@ namespace OpenSim.Region.Environment.Scenes
1236 List<ScenePresence> avatars = GetScenePresences(); 1236 List<ScenePresence> avatars = GetScenePresences();
1237 for (int i = 0; i < avatars.Count; i++) 1237 for (int i = 0; i < avatars.Count; i++)
1238 { 1238 {
1239 avatars[i]._ControllingClient.SendKillObject(m_regionHandle, part.LocalID); 1239 avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalID);
1240 } 1240 }
1241 } 1241 }
1242 } 1242 }