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authorJustin Clark-Casey (justincc)2012-10-31 00:31:18 +0000
committerJustin Clark-Casey (justincc)2012-10-31 00:31:18 +0000
commit6235d16c3148bb6f9f881b0dc286deccfdf9148a (patch)
tree1d8d9e0b5bdf5872dbf6ff19f87c99593d3e2505 /OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
parentMerge branch 'master' of melanie@opensimulator.org:/var/git/opensim (diff)
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Make "show object part" command correctly display script status.
Uses new IEntityInventory.TryGetScriptInstanceRunning() Makes it clearer that TaskInventoryItem.ScriptRunning cannot be used as it is temporary and not updated.
Diffstat (limited to 'OpenSim/Region/Framework/Interfaces/IEntityInventory.cs')
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs13
1 files changed, 13 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index c457b2f..150193d 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -150,6 +150,19 @@ namespace OpenSim.Region.Framework.Interfaces
150 void StopScriptInstance(UUID itemId); 150 void StopScriptInstance(UUID itemId);
151 151
152 /// <summary> 152 /// <summary>
153 /// Try to get the script running status.
154 /// </summary>
155 /// <returns>
156 /// Returns true if a script for the item was found in one of the simulator's script engines. In this case,
157 /// the running parameter will reflect the running status.
158 /// Returns false if the item could not be found, if the item is not a script or if a script instance for the
159 /// item was not found in any of the script engines. In this case, running status is irrelevant.
160 /// </returns>
161 /// <param name='itemId'></param>
162 /// <param name='running'></param>
163 bool TryGetScriptInstanceRunning(UUID itemId, out bool running);
164
165 /// <summary>
153 /// Add an item to this entity's inventory. If an item with the same name already exists, then an alternative 166 /// Add an item to this entity's inventory. If an item with the same name already exists, then an alternative
154 /// name is chosen. 167 /// name is chosen.
155 /// </summary> 168 /// </summary>