fix VS creative indentation

avinationmerge
UbitUmarov 2014-08-12 18:42:18 +01:00
parent a0f26dc6ec
commit 4997a9e87a
1 changed files with 131 additions and 131 deletions

View File

@ -1148,7 +1148,7 @@ namespace OpenSim.Region.Framework.Scenes
// Must reset this here so that a teleport to a region next to an existing region does not keep the flag // Must reset this here so that a teleport to a region next to an existing region does not keep the flag
// set and prevent the close of the connection on a subsequent re-teleport. // set and prevent the close of the connection on a subsequent re-teleport.
// Should not be needed if we are not trying to tell this region to close // Should not be needed if we are not trying to tell this region to close
// DoNotCloseAfterTeleport = false; // DoNotCloseAfterTeleport = false;
IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
if (gm != null) if (gm != null)
@ -1158,7 +1158,7 @@ namespace OpenSim.Region.Framework.Scenes
m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
/* this is now done by groups module on TriggerOnMakeRootAgent(this) below /* this should be done by groups module on TriggerOnMakeRootAgent(this) below
at least XmlIRpcGroups at least XmlIRpcGroups
UUID groupUUID = UUID.Zero; UUID groupUUID = UUID.Zero;
string GroupName = string.Empty; string GroupName = string.Empty;
@ -1275,7 +1275,7 @@ namespace OpenSim.Region.Framework.Scenes
// and it has already rezzed the attachments and started their scripts. // and it has already rezzed the attachments and started their scripts.
// We do the following only for non-login agents, because their scripts // We do the following only for non-login agents, because their scripts
// haven't started yet. // haven't started yet.
/* moved down /* moved down
if (PresenceType == PresenceType.Npc || (TeleportFlags & TeleportFlags.ViaLogin) != 0) if (PresenceType == PresenceType.Npc || (TeleportFlags & TeleportFlags.ViaLogin) != 0)
{ {
// Viewers which have a current outfit folder will actually rez their own attachments. However, // Viewers which have a current outfit folder will actually rez their own attachments. However,
@ -1284,8 +1284,8 @@ namespace OpenSim.Region.Framework.Scenes
Util.FireAndForget( Util.FireAndForget(
o => o =>
{ {
// if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None) // if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None)
// System.Threading.Thread.Sleep(7000); // System.Threading.Thread.Sleep(7000);
Scene.AttachmentsModule.RezAttachments(this); Scene.AttachmentsModule.RezAttachments(this);
}); });
@ -1325,15 +1325,15 @@ namespace OpenSim.Region.Framework.Scenes
// Resume scripts this possible should also be moved down after sending the avatar to viewer ? // Resume scripts this possible should also be moved down after sending the avatar to viewer ?
foreach (SceneObjectGroup sog in attachments) foreach (SceneObjectGroup sog in attachments)
{ {
// sending attachments before the avatar ? // sending attachments before the avatar ?
// moved to completemovement where it already was // moved to completemovement where it already was
// sog.ScheduleGroupForFullUpdate(); // sog.ScheduleGroupForFullUpdate();
sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
sog.ResumeScripts(); sog.ResumeScripts();
} }
} }
} }
*/ */
/* /*
SendAvatarDataToAllAgents(); SendAvatarDataToAllAgents();