minor: remove mono compiler warnings

bulletsim
Justin Clark-Casey (justincc) 2011-07-16 02:56:54 +01:00
parent 27fae36a21
commit 2b339b7d2b
3 changed files with 7 additions and 4 deletions

View File

@ -196,7 +196,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
if (!(client.Scene is Scene)) if (!(client.Scene is Scene))
return; return;
Scene scene = (Scene)(client.Scene); // Scene scene = (Scene)(client.Scene);
GridInstantMessage im = null; GridInstantMessage im = null;
if (m_PendingLures.TryGetValue(lureID, out im)) if (m_PendingLures.TryGetValue(lureID, out im))

View File

@ -134,7 +134,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Profile
if (!(s is Scene)) if (!(s is Scene))
return; return;
Scene scene = (Scene)s; // Scene scene = (Scene)s;
string profileUrl = String.Empty; string profileUrl = String.Empty;
string aboutText = String.Empty; string aboutText = String.Empty;

View File

@ -810,6 +810,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// //
if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment)) if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
remoteClient.SendBulkUpdateInventory(item); remoteClient.SendBulkUpdateInventory(item);
return null; return null;
} }
@ -817,11 +818,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{ {
group = objlist[i]; group = objlist[i];
Vector3 storedPosition = group.AbsolutePosition; // Vector3 storedPosition = group.AbsolutePosition;
if (group.UUID == UUID.Zero) if (group.UUID == UUID.Zero)
{ {
m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 3"); m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 3");
} }
group.RootPart.FromFolderID = item.Folder; group.RootPart.FromFolderID = item.Folder;
// If it's rezzed in world, select it. Much easier to // If it's rezzed in world, select it. Much easier to
@ -833,6 +835,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
foreach (SceneObjectPart child in group.Parts) foreach (SceneObjectPart child in group.Parts)
child.CreateSelected = true; child.CreateSelected = true;
} }
group.ResetIDs(); group.ResetIDs();
if (attachment) if (attachment)