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-rw-r--r--OpenSim/Region/Environment/Scenes/InnerScene.cs2
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs2
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs1
-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs1
4 files changed, 1 insertions, 5 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs
index bdcd840..cceaa14 100644
--- a/OpenSim/Region/Environment/Scenes/InnerScene.cs
+++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs
@@ -292,7 +292,6 @@ namespace OpenSim.Region.Environment.Scenes
292 public EntityIntersection GetClosestIntersectingPrim(Ray hray) 292 public EntityIntersection GetClosestIntersectingPrim(Ray hray)
293 { 293 {
294 // Primitive Ray Tracing 294 // Primitive Ray Tracing
295 bool gothit = false;
296 float closestDistance = 280f; 295 float closestDistance = 280f;
297 EntityIntersection returnResult = new EntityIntersection(); 296 EntityIntersection returnResult = new EntityIntersection();
298 foreach (EntityBase ent in Entities.Values) 297 foreach (EntityBase ent in Entities.Values)
@@ -305,7 +304,6 @@ namespace OpenSim.Region.Environment.Scenes
305 { 304 {
306 if (result.distance < closestDistance) 305 if (result.distance < closestDistance)
307 { 306 {
308 gothit = true;
309 closestDistance = result.distance; 307 closestDistance = result.distance;
310 returnResult = result; 308 returnResult = result;
311 } 309 }
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 8fc04c4..e671038 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -1068,7 +1068,7 @@ namespace OpenSim.Region.Environment.Scenes
1068 { 1068 {
1069 avatar.Close(); 1069 avatar.Close();
1070 } 1070 }
1071 catch (System.NullReferenceException NE) 1071 catch (System.NullReferenceException)
1072 { 1072 {
1073 //We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway. 1073 //We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway.
1074 1074
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index 99dafac..543a468 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -956,7 +956,6 @@ namespace OpenSim.Region.Environment.Scenes
956 956
957 public void UpdatePrimFlags(ushort type, bool inUse, byte[] data) 957 public void UpdatePrimFlags(ushort type, bool inUse, byte[] data)
958 { 958 {
959 bool hasPrim = false;
960 bool usePhysics = false; 959 bool usePhysics = false;
961 bool IsTemporary = false; 960 bool IsTemporary = false;
962 bool IsPhantom = false; 961 bool IsPhantom = false;
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index 145e15a..abfa250 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -54,7 +54,6 @@ namespace OpenSim.Region.Environment.Scenes
54 private uint m_requestedSitTargetID = 0; 54 private uint m_requestedSitTargetID = 0;
55 private LLVector3 m_requestedSitOffset = new LLVector3(); 55 private LLVector3 m_requestedSitOffset = new LLVector3();
56 private float m_sitAvatarHeight = 2.0f; 56 private float m_sitAvatarHeight = 2.0f;
57 private bool m_oldColliding = true;
58 57
59 private bool m_isTyping = false; 58 private bool m_isTyping = false;
60 private bool m_setAlwaysRun = false; 59 private bool m_setAlwaysRun = false;