From dde21314e75acdaeff27af70077f283493401961 Mon Sep 17 00:00:00 2001 From: Jeff Ames Date: Fri, 15 Aug 2008 10:24:04 +0000 Subject: Update svn properties, formatting cleanup, fix a couple compiler warnings. --- OpenSim/Region/Environment/Scenes/ScenePresence.cs | 22 +++++++++++++--------- 1 file changed, 13 insertions(+), 9 deletions(-) (limited to 'OpenSim/Region/Environment/Scenes/ScenePresence.cs') diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs index 636d08c..d8d534e 100644 --- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs @@ -1102,12 +1102,13 @@ namespace OpenSim.Region.Environment.Scenes // Get our own copy of the part array, and sort into the order we want to test SceneObjectPart[] partArray = targetPart.ParentGroup.GetParts(); - Array.Sort(partArray, delegate(SceneObjectPart p1, SceneObjectPart p2) { - // we want the originally selected part first, then the rest in link order -- so make the selected part link num (-1) - int linkNum1 = p1==targetPart ? -1 : p1.LinkNum; - int linkNum2 = p2==targetPart ? -1 : p2.LinkNum; - return linkNum1 - linkNum2; - } + Array.Sort(partArray, delegate(SceneObjectPart p1, SceneObjectPart p2) + { + // we want the originally selected part first, then the rest in link order -- so make the selected part link num (-1) + int linkNum1 = p1==targetPart ? -1 : p1.LinkNum; + int linkNum2 = p2==targetPart ? -1 : p2.LinkNum; + return linkNum1 - linkNum2; + } ); //look for prims with explicit sit targets that are available @@ -1772,7 +1773,8 @@ namespace OpenSim.Region.Environment.Scenes // Because appearance setting is in a module, we actually need // to give it access to our appearance directly, otherwise we // get a synchronization issue. - public AvatarAppearance Appearance { + public AvatarAppearance Appearance + { get { return m_appearance; } set { m_appearance = value; } } @@ -2789,7 +2791,8 @@ namespace OpenSim.Region.Environment.Scenes } // optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that - if(allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands) { + if (allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands) + { lock (scriptedcontrols) { foreach (LLUUID scriptUUID in scriptedcontrols.Keys) @@ -2798,7 +2801,8 @@ namespace OpenSim.Region.Environment.Scenes ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle ScriptControlled localChange = localHeld ^ localLast; // the changed bits - if(localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO) { + if (localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO) + { // only send if still pressed or just changed m_scene.EventManager.TriggerControlEvent(scriptControlData.objID, scriptUUID, UUID, (uint)localHeld, (uint)localChange); } -- cgit v1.1