Simplify some logic in the ScriptInstance constructor - running is set to false in both if/else branches

0.7.3-post-fixes
Justin Clark-Casey (justincc) 2012-03-15 01:32:16 +00:00
parent 883a4f6fff
commit 41ce19836b
1 changed files with 3 additions and 9 deletions

View File

@ -363,15 +363,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
part.SetScriptEvents(m_ItemID, part.SetScriptEvents(m_ItemID,
(int)m_Script.GetStateEventFlags(State)); (int)m_Script.GetStateEventFlags(State));
if (Running && (!m_ShuttingDown)) Running = false;
{
Running = false; if (m_ShuttingDown)
}
else
{
Running = false;
m_startOnInit = false; m_startOnInit = false;
}
// we get new rez events on sim restart, too // we get new rez events on sim restart, too
// but if there is state, then we fire the change // but if there is state, then we fire the change
@ -380,7 +375,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
// We loaded state, don't force a re-save // We loaded state, don't force a re-save
m_SaveState = false; m_SaveState = false;
m_startedFromSavedState = true; m_startedFromSavedState = true;
} }
} }
else else