Revert "refactor: Add SOP.IsSitTargetOccupied to improve readability"

This reverts commit c8f0d476d2.
On reconsideration, I think this is less readable since immediately following code still sets SitTargetAvatar directly
0.7.4.1
Justin Clark-Casey (justincc) 2012-07-10 23:39:05 +01:00
parent c8f0d476d2
commit 11e0ad6dc8
2 changed files with 3 additions and 8 deletions

View File

@ -135,11 +135,6 @@ namespace OpenSim.Region.Framework.Scenes
get { return ParentGroup.RootPart == this; }
}
/// <summary>
/// Is the sit target of this part occupied?
/// </summary>
public bool IsSitTargetOccupied { get { return SitTargetAvatar != UUID.Zero; } }
/// <summary>
/// Is an explicit sit target set for this part?
/// </summary>
@ -741,7 +736,7 @@ namespace OpenSim.Region.Framework.Scenes
}
// TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
if (IsSitTargetOccupied)
if (SitTargetAvatar != UUID.Zero)
{
ScenePresence avatar;
if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))

View File

@ -1846,7 +1846,7 @@ namespace OpenSim.Region.Framework.Scenes
//look for prims with explicit sit targets that are available
foreach (SceneObjectPart part in partArray)
{
if (part.IsSitTargetSet && !part.IsSitTargetOccupied)
if (part.IsSitTargetSet && part.SitTargetAvatar == UUID.Zero)
{
//switch the target to this prim
return part;
@ -1878,7 +1878,7 @@ namespace OpenSim.Region.Framework.Scenes
if (part.IsSitTargetSet)
{
if (!part.IsSitTargetOccupied)
if (part.SitTargetAvatar == UUID.Zero)
{
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is set and unoccupied",