refactor: move the append magic number processing for attachments back up into RezSingleAttachmentFromInventory from RezSingleAttachmentFromInventoryInternal() done in commit 023faa2

user_profiles
Justin Clark-Casey (justincc) 2013-03-29 23:59:21 +00:00
parent cbc9ae898c
commit 76629289f0
1 changed files with 6 additions and 6 deletions

View File

@ -257,7 +257,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// If we're an NPC then skip all the item checks and manipulations since we don't have an
// inventory right now.
RezSingleAttachmentFromInventoryInternal(
sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, p | (uint)0x80);
sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, p, true);
}
catch (Exception e)
{
@ -479,7 +479,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return null;
}
return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt);
bool append = (AttachmentPt & 0x80) != 0;
AttachmentPt &= 0x7f;
return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, append);
}
public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist)
@ -889,14 +892,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
}
protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt)
IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, bool append)
{
if (m_invAccessModule == null)
return null;
bool append = (attachmentPt & 0x80) != 0;
attachmentPt &= 0x7f;
SceneObjectGroup objatt;
if (itemID != UUID.Zero)