Fix merge artefacts

avinationmerge
Melanie 2013-03-19 01:19:33 +00:00
parent 2f038a87cf
commit 566ab7ccf9
2 changed files with 6 additions and 6 deletions

View File

@ -304,7 +304,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
if (!Enabled) if (!Enabled)
return false; return false;
AttachObjectInternal(sp, group, attachmentPt, silent, useAttachData, temp, append); return AttachObjectInternal(sp, group, attachmentPt, silent, useAttachData, temp, false, append);
} }
/// <summary> /// <summary>
@ -317,7 +317,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
/// <param name='silent'></param> /// <param name='silent'></param>
/// <param name='temp'></param> /// <param name='temp'></param>
/// <param name='resumeScripts'>If true then scripts are resumed on the attached object.</param> /// <param name='resumeScripts'>If true then scripts are resumed on the attached object.</param>
private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp, bool append) private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp, bool resumeScripts, bool append)
{ {
// m_log.DebugFormat( // m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})", // "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
@ -917,7 +917,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
objatt.ResetOwnerChangeFlag(); objatt.ResetOwnerChangeFlag();
} }
AttachObjectInternal(sp, objatt, attachmentPt, false, true, false, append); AttachObjectInternal(sp, objatt, attachmentPt, false, true, false, true, append);
} }
catch (Exception e) catch (Exception e)
{ {

View File

@ -244,7 +244,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "att1", sp.UUID); SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "att1", sp.UUID);
m_numberOfAttachEventsFired = 0; m_numberOfAttachEventsFired = 0;
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Default, false, false); scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Default, false, false, false, false);
// Check status on scene presence // Check status on scene presence
Assert.That(sp.HasAttachments(), Is.True); Assert.That(sp.HasAttachments(), Is.True);
@ -277,7 +277,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
// Test wearing a different attachment from the ground. // Test wearing a different attachment from the ground.
{ {
scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false); scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false, false, false);
// Check status on scene presence // Check status on scene presence
Assert.That(sp.HasAttachments(), Is.True); Assert.That(sp.HasAttachments(), Is.True);
@ -310,7 +310,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
// Test rewearing an already worn attachment from ground. Nothing should happen. // Test rewearing an already worn attachment from ground. Nothing should happen.
{ {
scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false); scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false, false, false);
// Check status on scene presence // Check status on scene presence
Assert.That(sp.HasAttachments(), Is.True); Assert.That(sp.HasAttachments(), Is.True);