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author | Dan Lake | 2011-11-03 17:53:51 -0700 |
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committer | Dan Lake | 2011-11-03 17:53:51 -0700 |
commit | b8d50b10fbb03ed8c8a9aac94564c354559c3bb0 (patch) | |
tree | 46b0b79fee603edec1888af2f31935d07f8b9262 /OpenSim/Region/OptionalModules/Avatar/Appearance | |
parent | Renamed ForEachRootScenePresence to ForEachAvatar. Cleaned up calls to (diff) | |
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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.cs | 4 |
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); |