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author | Justin Clark-Casey (justincc) | 2011-08-26 22:02:23 +0100 |
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committer | Justin Clark-Casey (justincc) | 2011-08-26 22:02:23 +0100 |
commit | 002313bf132e7eca3d33fdd0c695152146d469b4 (patch) | |
tree | f61d039d789fb09f0336c6172b6d01642f2889a4 /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |
parent | Downgrade warning about not saving unchanged attachment to debug instead, and... (diff) | |
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refactor: move sog.DetachToInventoryPrep() into AttachmentsModule.DetachSingleAttachmentToInv()
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 32 |
1 files changed, 4 insertions, 28 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 8f0fa55..00e3363 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -147,15 +147,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
147 | return false; | 147 | return false; |
148 | } | 148 | } |
149 | 149 | ||
150 | /// <value> | 150 | /// <summary> |
151 | /// Is this scene object acting as an attachment? | 151 | /// Is this scene object acting as an attachment? |
152 | /// | 152 | /// </summary> |
153 | /// <remarks> | ||
153 | /// We return false if the group has already been deleted. | 154 | /// We return false if the group has already been deleted. |
154 | /// | 155 | /// |
155 | /// TODO: At the moment set must be done on the part itself. There may be a case for doing it here since I | 156 | /// TODO: At the moment set must be done on the part itself. There may be a case for doing it here since I |
156 | /// presume either all or no parts in a linkset can be part of an attachment (in which | 157 | /// presume either all or no parts in a linkset can be part of an attachment (in which |
157 | /// case the value would get proprogated down into all the descendent parts). | 158 | /// case the value would get proprogated down into all the descendent parts). |
158 | /// </value> | 159 | /// </remarks> |
159 | public bool IsAttachment | 160 | public bool IsAttachment |
160 | { | 161 | { |
161 | get | 162 | get |
@@ -1017,31 +1018,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1017 | m_rootPart.ClearUndoState(); | 1018 | m_rootPart.ClearUndoState(); |
1018 | } | 1019 | } |
1019 | 1020 | ||
1020 | public void DetachToInventoryPrep() | ||
1021 | { | ||
1022 | ScenePresence avatar = m_scene.GetScenePresence(m_rootPart.AttachedAvatar); | ||
1023 | //Vector3 detachedpos = new Vector3(127f, 127f, 127f); | ||
1024 | if (avatar != null) | ||
1025 | { | ||
1026 | //detachedpos = avatar.AbsolutePosition; | ||
1027 | avatar.RemoveAttachment(this); | ||
1028 | } | ||
1029 | |||
1030 | m_rootPart.AttachedAvatar = UUID.Zero; | ||
1031 | |||
1032 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
1033 | for (int i = 0; i < parts.Length; i++) | ||
1034 | parts[i].AttachedAvatar = UUID.Zero; | ||
1035 | |||
1036 | m_rootPart.SetParentLocalId(0); | ||
1037 | //m_rootPart.SetAttachmentPoint((byte)0); | ||
1038 | m_rootPart.IsAttachment = false; | ||
1039 | AbsolutePosition = m_rootPart.AttachedPos; | ||
1040 | //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim); | ||
1041 | //AttachToBackup(); | ||
1042 | //m_rootPart.ScheduleFullUpdate(); | ||
1043 | } | ||
1044 | |||
1045 | /// <summary> | 1021 | /// <summary> |
1046 | /// | 1022 | /// |
1047 | /// </summary> | 1023 | /// </summary> |