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authorJustin Clark-Casey (justincc)2012-07-05 00:05:06 +0100
committerJustin Clark-Casey (justincc)2012-07-05 00:05:06 +0100
commit951b45b80fd504b4874b9ec3e0fbff49a25cb46f (patch)
tree29b59d97d8b8ce8ee00227c41227d824d6694efa /OpenSim/Tests/Common/Helpers/SceneHelpers.cs
parentUse GetInventoryItem() in llRezAtRoot rather than iterating through a cloned ... (diff)
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Add OSSL function osForceAttachToAvatarFromInventory()
This works like osForceAttachToAvatar() but allows an object to be directly specified from the script object's inventory rather than forcing it to be rezzed in the scene first. Still only attaches objects to the owner of the script. This allows one to bypass the complicated co-ordination of first rezzing objects in the scene before attaching them. Threat level high.
Diffstat (limited to 'OpenSim/Tests/Common/Helpers/SceneHelpers.cs')
-rw-r--r--OpenSim/Tests/Common/Helpers/SceneHelpers.cs10
1 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Tests/Common/Helpers/SceneHelpers.cs b/OpenSim/Tests/Common/Helpers/SceneHelpers.cs
index 239afc0..3a2e420 100644
--- a/OpenSim/Tests/Common/Helpers/SceneHelpers.cs
+++ b/OpenSim/Tests/Common/Helpers/SceneHelpers.cs
@@ -564,7 +564,7 @@ namespace OpenSim.Tests.Common
564 /// </summary> 564 /// </summary>
565 /// <param name="scene"></param> 565 /// <param name="scene"></param>
566 /// <returns></returns> 566 /// <returns></returns>
567 public static SceneObjectPart AddSceneObject(Scene scene) 567 public static SceneObjectGroup AddSceneObject(Scene scene)
568 { 568 {
569 return AddSceneObject(scene, "Test Object", UUID.Zero); 569 return AddSceneObject(scene, "Test Object", UUID.Zero);
570 } 570 }
@@ -576,16 +576,16 @@ namespace OpenSim.Tests.Common
576 /// <param name="name"></param> 576 /// <param name="name"></param>
577 /// <param name="ownerId"></param> 577 /// <param name="ownerId"></param>
578 /// <returns></returns> 578 /// <returns></returns>
579 public static SceneObjectPart AddSceneObject(Scene scene, string name, UUID ownerId) 579 public static SceneObjectGroup AddSceneObject(Scene scene, string name, UUID ownerId)
580 { 580 {
581 SceneObjectPart part = CreateSceneObjectPart(name, UUID.Random(), ownerId); 581 SceneObjectGroup so = new SceneObjectGroup(CreateSceneObjectPart(name, UUID.Random(), ownerId));
582 582
583 //part.UpdatePrimFlags(false, false, true); 583 //part.UpdatePrimFlags(false, false, true);
584 //part.ObjectFlags |= (uint)PrimFlags.Phantom; 584 //part.ObjectFlags |= (uint)PrimFlags.Phantom;
585 585
586 scene.AddNewSceneObject(new SceneObjectGroup(part), false); 586 scene.AddNewSceneObject(so, false);
587 587
588 return part; 588 return so;
589 } 589 }
590 590
591 /// <summary> 591 /// <summary>