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authorJustin Clark-Casey (justincc)2011-08-26 22:02:23 +0100
committerJustin Clark-Casey (justincc)2011-08-26 22:02:23 +0100
commit002313bf132e7eca3d33fdd0c695152146d469b4 (patch)
treef61d039d789fb09f0336c6172b6d01642f2889a4 /OpenSim/Region/Framework
parentDowngrade 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')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs32
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>