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Diffstat (limited to 'OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs')
-rw-r--r--OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs9
1 files changed, 0 insertions, 9 deletions
diff --git a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
index d3c46c9..50a5fae 100644
--- a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
+++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
@@ -153,14 +153,6 @@ namespace OpenSim.Region.OptionalModules
153 153
154 ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); 154 ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
155 155
156<<<<<<< HEAD
157 // newParcel will be null only if it outside of our current region. If this is the case, then the
158 // receiving permissions will perform the check.
159 if (newParcel == null)
160 return true;
161
162 // The prim hasn't crossed a region boundary so we don't need to worry
163=======
164 if (newParcel == null) 156 if (newParcel == null)
165 return true; 157 return true;
166 158
@@ -168,7 +160,6 @@ namespace OpenSim.Region.OptionalModules
168 ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); 160 ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
169 161
170 // The prim hasn't crossed a region boundry so we don't need to worry 162 // The prim hasn't crossed a region boundry so we don't need to worry
171>>>>>>> avn/ubitvar
172 // about prim counts here 163 // about prim counts here
173 if(oldParcel != null && oldParcel.Equals(newParcel)) 164 if(oldParcel != null && oldParcel.Equals(newParcel))
174 { 165 {