aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/OptionalModules/Avatar/Appearance
diff options
context:
space:
mode:
authorDan Lake2011-11-03 17:53:51 -0700
committerDan Lake2011-11-03 17:53:51 -0700
commitb8d50b10fbb03ed8c8a9aac94564c354559c3bb0 (patch)
tree46b0b79fee603edec1888af2f31935d07f8b9262 /OpenSim/Region/OptionalModules/Avatar/Appearance
parentRenamed ForEachRootScenePresence to ForEachAvatar. Cleaned up calls to (diff)
downloadopensim-SC_OLD-b8d50b10fbb03ed8c8a9aac94564c354559c3bb0.zip
opensim-SC_OLD-b8d50b10fbb03ed8c8a9aac94564c354559c3bb0.tar.gz
opensim-SC_OLD-b8d50b10fbb03ed8c8a9aac94564c354559c3bb0.tar.bz2
opensim-SC_OLD-b8d50b10fbb03ed8c8a9aac94564c354559c3bb0.tar.xz
Rename ForEachAvatar back to ForEachScenePresence. The other changes
from previous commit which sort out which iterator is used are left intact. A discussion is needed as to what constitutes an avatar vs a ScenePresence.
Diffstat (limited to 'OpenSim/Region/OptionalModules/Avatar/Appearance')
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs b/OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs
index 5a3a62f..28f04b3 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs
@@ -112,7 +112,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
112 { 112 {
113 foreach (Scene scene in m_scenes.Values) 113 foreach (Scene scene in m_scenes.Values)
114 { 114 {
115 scene.ForEachAvatar(sp => scene.AvatarFactory.SendAppearance(sp.UUID)); 115 scene.ForEachRootScenePresence(sp => scene.AvatarFactory.SendAppearance(sp.UUID));
116 } 116 }
117 } 117 }
118 } 118 }
@@ -123,7 +123,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
123 { 123 {
124 foreach (Scene scene in m_scenes.Values) 124 foreach (Scene scene in m_scenes.Values)
125 { 125 {
126 scene.ForEachAvatar( 126 scene.ForEachRootScenePresence(
127 delegate(ScenePresence sp) 127 delegate(ScenePresence sp)
128 { 128 {
129 bool bakedTextureValid = scene.AvatarFactory.ValidateBakedTextureCache(sp); 129 bool bakedTextureValid = scene.AvatarFactory.ValidateBakedTextureCache(sp);