refactor: Make arguments for SceneObjectGroup.UpdatePrimFlags() more readable

bulletsim
Justin Clark-Casey (justincc) 2011-07-11 02:18:19 +01:00
parent e68ae44b6b
commit 01b98c2e62
1 changed files with 8 additions and 6 deletions

View File

@ -2513,14 +2513,15 @@ namespace OpenSim.Region.Framework.Scenes
/// Update prim flags for this group.
/// </summary>
/// <param name="localID"></param>
/// <param name="type"></param>
/// <param name="inUse"></param>
/// <param name="data"></param>
public void UpdatePrimFlags(uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVolumeDetect)
/// <param name="UsePhysics"></param>
/// <param name="SetTemporary"></param>
/// <param name="SetPhantom"></param>
/// <param name="SetVolumeDetect"></param>
public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
{
SceneObjectPart selectionPart = GetChildPart(localID);
if (IsTemporary)
if (SetTemporary)
{
DetachFromBackup();
// Remove from database and parcel prim count
@ -2545,7 +2546,7 @@ namespace OpenSim.Region.Framework.Scenes
}
for (int i = 0; i < parts.Length; i++)
parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
}
}
@ -3292,6 +3293,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (IsDeleted)
return;
if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0)
return;