fix VS creative indentation
parent
a0f26dc6ec
commit
4997a9e87a
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@ -1148,7 +1148,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Must reset this here so that a teleport to a region next to an existing region does not keep the flag
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// Must reset this here so that a teleport to a region next to an existing region does not keep the flag
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// set and prevent the close of the connection on a subsequent re-teleport.
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// set and prevent the close of the connection on a subsequent re-teleport.
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// Should not be needed if we are not trying to tell this region to close
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// Should not be needed if we are not trying to tell this region to close
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// DoNotCloseAfterTeleport = false;
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// DoNotCloseAfterTeleport = false;
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IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
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IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
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if (gm != null)
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if (gm != null)
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@ -1158,7 +1158,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
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m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
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/* this is now done by groups module on TriggerOnMakeRootAgent(this) below
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/* this should be done by groups module on TriggerOnMakeRootAgent(this) below
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at least XmlIRpcGroups
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at least XmlIRpcGroups
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UUID groupUUID = UUID.Zero;
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UUID groupUUID = UUID.Zero;
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string GroupName = string.Empty;
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string GroupName = string.Empty;
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@ -1275,7 +1275,7 @@ namespace OpenSim.Region.Framework.Scenes
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// and it has already rezzed the attachments and started their scripts.
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// and it has already rezzed the attachments and started their scripts.
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// We do the following only for non-login agents, because their scripts
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// We do the following only for non-login agents, because their scripts
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// haven't started yet.
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// haven't started yet.
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/* moved down
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/* moved down
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if (PresenceType == PresenceType.Npc || (TeleportFlags & TeleportFlags.ViaLogin) != 0)
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if (PresenceType == PresenceType.Npc || (TeleportFlags & TeleportFlags.ViaLogin) != 0)
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{
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{
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// Viewers which have a current outfit folder will actually rez their own attachments. However,
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// Viewers which have a current outfit folder will actually rez their own attachments. However,
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@ -1284,8 +1284,8 @@ namespace OpenSim.Region.Framework.Scenes
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Util.FireAndForget(
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Util.FireAndForget(
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o =>
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o =>
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{
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{
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// if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None)
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// if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None)
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// System.Threading.Thread.Sleep(7000);
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// System.Threading.Thread.Sleep(7000);
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Scene.AttachmentsModule.RezAttachments(this);
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Scene.AttachmentsModule.RezAttachments(this);
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});
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});
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@ -1325,15 +1325,15 @@ namespace OpenSim.Region.Framework.Scenes
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// Resume scripts this possible should also be moved down after sending the avatar to viewer ?
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// Resume scripts this possible should also be moved down after sending the avatar to viewer ?
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foreach (SceneObjectGroup sog in attachments)
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foreach (SceneObjectGroup sog in attachments)
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{
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{
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// sending attachments before the avatar ?
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// sending attachments before the avatar ?
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// moved to completemovement where it already was
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// moved to completemovement where it already was
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// sog.ScheduleGroupForFullUpdate();
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// sog.ScheduleGroupForFullUpdate();
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sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
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sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
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sog.ResumeScripts();
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sog.ResumeScripts();
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}
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}
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}
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}
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}
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}
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*/
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*/
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/*
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/*
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SendAvatarDataToAllAgents();
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SendAvatarDataToAllAgents();
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