Fix tests for multiattach
parent
5e1f651e21
commit
55ab6f015a
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@ -289,7 +289,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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if (!Enabled)
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return false;
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return AttachObjectInternal(sp, group, attachmentPt, silent, temp, append);
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return AttachObjectInternal(sp, group, attachmentPt, silent, temp, true, append);
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}
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/// <summary>
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@ -303,7 +303,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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/// <param name='temp'></param>
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/// <param name='resumeScripts'>If true then scripts are resumed on the attached object.</param>
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private bool AttachObjectInternal(
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IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp, bool resumeScripts)
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IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp, bool resumeScripts, bool append)
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{
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if (group.GetSittingAvatarsCount() != 0)
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{
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@ -889,7 +889,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// This will throw if the attachment fails
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try
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{
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AttachObjectInternal(sp, objatt, attachmentPt, false, false, append);
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AttachObjectInternal(sp, objatt, attachmentPt, false, false, true, append);
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}
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catch (Exception e)
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{
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@ -244,7 +244,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "att1", sp.UUID);
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m_numberOfAttachEventsFired = 0;
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Default, false, false);
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Default, false, false, false);
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// Check status on scene presence
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Assert.That(sp.HasAttachments(), Is.True);
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@ -277,7 +277,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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// Test wearing a different attachment from the ground.
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{
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scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false);
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scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false, false);
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// Check status on scene presence
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Assert.That(sp.HasAttachments(), Is.True);
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@ -310,7 +310,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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// Test rewearing an already worn attachment from ground. Nothing should happen.
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{
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scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false);
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scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false, false);
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// Check status on scene presence
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Assert.That(sp.HasAttachments(), Is.True);
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