From 0718aa0b7fd7cb3bb42d36b37f79d8d6cfc725bc Mon Sep 17 00:00:00 2001 From: Jeff Ames Date: Thu, 7 Aug 2008 12:55:46 +0000 Subject: Minor formatting cleanup. --- .../Environment/Modules/World/Estate/EstateManagementModule.cs | 10 +++++----- OpenSim/Region/Environment/Modules/World/Land/LandObject.cs | 4 ++-- OpenSim/Region/Environment/Modules/World/NPC/NPCAvatar.cs | 8 ++++---- .../Region/Environment/Modules/World/Terrain/TerrainChannel.cs | 4 ++-- 4 files changed, 13 insertions(+), 13 deletions(-) (limited to 'OpenSim/Region/Environment/Modules/World') diff --git a/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs index 6b82994..1be587a 100644 --- a/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs +++ b/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs @@ -121,7 +121,7 @@ namespace OpenSim.Region.Environment.Modules.World.Estate public void setEstateTerrainBaseTexture(IClientAPI remoteClient, int corner, LLUUID texture) { - if(texture == LLUUID.Zero) + if (texture == LLUUID.Zero) return; switch (corner) @@ -761,10 +761,10 @@ namespace OpenSim.Region.Environment.Modules.World.Estate if (m_scene.RegionInfo.RegionSettings.Sandbox) flags |= Simulator.RegionFlags.Sandbox; - // Fudge these to always on, so the menu options activate - // - flags |= Simulator.RegionFlags.AllowLandmark; - flags |= Simulator.RegionFlags.AllowSetHome; + // Fudge these to always on, so the menu options activate + // + flags |= Simulator.RegionFlags.AllowLandmark; + flags |= Simulator.RegionFlags.AllowSetHome; // TODO: SkipUpdateInterestList diff --git a/OpenSim/Region/Environment/Modules/World/Land/LandObject.cs b/OpenSim/Region/Environment/Modules/World/Land/LandObject.cs index 15a68c1..305e236 100644 --- a/OpenSim/Region/Environment/Modules/World/Land/LandObject.cs +++ b/OpenSim/Region/Environment/Modules/World/Land/LandObject.cs @@ -166,8 +166,8 @@ namespace OpenSim.Region.Environment.Modules.World.Land if (estateModule != null) regionFlags = estateModule.GetRegionFlags(); - // In a perfect world, this would have worked. - // + // In a perfect world, this would have worked. + // // if ((landData.Flags & (uint)Parcel.ParcelFlags.AllowLandmark) != 0) // regionFlags |= (uint)Simulator.RegionFlags.AllowLandmark; // if (landData.OwnerID == remote_client.AgentId) diff --git a/OpenSim/Region/Environment/Modules/World/NPC/NPCAvatar.cs b/OpenSim/Region/Environment/Modules/World/NPC/NPCAvatar.cs index 4c28361..e286d23 100644 --- a/OpenSim/Region/Environment/Modules/World/NPC/NPCAvatar.cs +++ b/OpenSim/Region/Environment/Modules/World/NPC/NPCAvatar.cs @@ -365,10 +365,10 @@ namespace OpenSim.Region.Environment.Modules.World.NPC get { return 0; } } - public ulong GetGroupPowers(LLUUID groupID) - { - return 0; - } + public ulong GetGroupPowers(LLUUID groupID) + { + return 0; + } public virtual int NextAnimationSequenceNumber { diff --git a/OpenSim/Region/Environment/Modules/World/Terrain/TerrainChannel.cs b/OpenSim/Region/Environment/Modules/World/Terrain/TerrainChannel.cs index 0a16341..5c3eb7d 100644 --- a/OpenSim/Region/Environment/Modules/World/Terrain/TerrainChannel.cs +++ b/OpenSim/Region/Environment/Modules/World/Terrain/TerrainChannel.cs @@ -130,7 +130,7 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain set { // Will "fix" terrain hole problems. Although not fantastically. - if(Double.IsNaN(value) || Double.IsInfinity(value)) + if (Double.IsNaN(value) || Double.IsInfinity(value)) return; if (map[x, y] != value) @@ -231,4 +231,4 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain } } } -} \ No newline at end of file +} -- cgit v1.1