swapping GetSceneObjectPart for TryGetSceneObjectPart in PlayAttachedSound to imply why we're doing an early return.
parent
1d47bcb6b6
commit
516ee244b4
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@ -106,8 +106,8 @@ namespace OpenSim.Region.CoreModules.World.Sound
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public virtual void PlayAttachedSound(
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public virtual void PlayAttachedSound(
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UUID soundID, UUID ownerID, UUID objectID, double gain, Vector3 position, byte flags, float radius)
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UUID soundID, UUID ownerID, UUID objectID, double gain, Vector3 position, byte flags, float radius)
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{
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{
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SceneObjectPart part = m_scene.GetSceneObjectPart(objectID);
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SceneObjectPart part;
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if (part == null)
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if (!m_scene.TryGetSceneObjectPart(objectID, out part))
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return;
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return;
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SceneObjectGroup grp = part.ParentGroup;
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SceneObjectGroup grp = part.ParentGroup;
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@ -141,8 +141,8 @@ namespace OpenSim.Region.CoreModules.World.Sound
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public virtual void TriggerSound(
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public virtual void TriggerSound(
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UUID soundId, UUID ownerID, UUID objectID, UUID parentID, double gain, Vector3 position, UInt64 handle, float radius)
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UUID soundId, UUID ownerID, UUID objectID, UUID parentID, double gain, Vector3 position, UInt64 handle, float radius)
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{
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{
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SceneObjectPart part = m_scene.GetSceneObjectPart(objectID);
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SceneObjectPart part;
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if (part == null)
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if (!m_scene.TryGetSceneObjectPart(objectID, out part))
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{
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{
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ScenePresence sp;
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ScenePresence sp;
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if (!m_scene.TryGetScenePresence(objectID, out sp))
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if (!m_scene.TryGetScenePresence(objectID, out sp))
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