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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.Inventory.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs19
1 files changed, 5 insertions, 14 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 17242dc..0b92818 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -1423,7 +1423,10 @@ namespace OpenSim.Region.Framework.Scenes
1423 if (item.AssetType == (int)AssetType.Link) 1423 if (item.AssetType == (int)AssetType.Link)
1424 { 1424 {
1425 InventoryItemBase linkedItem = InventoryService.GetItem(new InventoryItemBase(item.AssetID)); 1425 InventoryItemBase linkedItem = InventoryService.GetItem(new InventoryItemBase(item.AssetID));
1426 linkedItemFolderIdsToSend.Add(linkedItem.Folder); 1426
1427 // Take care of genuinely broken links where the target doesn't exist
1428 if (linkedItem != null)
1429 linkedItemFolderIdsToSend.Add(linkedItem.Folder);
1427 } 1430 }
1428 } 1431 }
1429 1432
@@ -2142,19 +2145,7 @@ namespace OpenSim.Region.Framework.Scenes
2142 sourcePart.Inventory.RemoveInventoryItem(item.ItemID); 2145 sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
2143 } 2146 }
2144 2147
2145 AddNewSceneObject(group, true); 2148 AddNewSceneObject(group, true, pos, rot, vel);
2146
2147 group.AbsolutePosition = pos;
2148 group.Velocity = vel;
2149
2150 if (rot != null)
2151 group.UpdateGroupRotationR((Quaternion)rot);
2152
2153 // TODO: This needs to be refactored with the similar code in
2154 // SceneGraph.AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
2155 // possibly by allowing this method to take a null rotation.
2156 if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
2157 group.RootPart.ApplyImpulse((vel * group.GetMass()), false);
2158 2149
2159 // We can only call this after adding the scene object, since the scene object references the scene 2150 // We can only call this after adding the scene object, since the scene object references the scene
2160 // to find out if scripts should be activated at all. 2151 // to find out if scripts should be activated at all.