refactor: move the append magic number processing for attachments back up into RezSingleAttachmentFromInventory from RezSingleAttachmentFromInventoryInternal() done in commit 023faa2
parent
cbc9ae898c
commit
76629289f0
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@ -257,7 +257,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// If we're an NPC then skip all the item checks and manipulations since we don't have an
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// inventory right now.
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RezSingleAttachmentFromInventoryInternal(
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sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, p | (uint)0x80);
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sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, p, true);
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}
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catch (Exception e)
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{
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@ -479,7 +479,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return null;
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}
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return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt);
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bool append = (AttachmentPt & 0x80) != 0;
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AttachmentPt &= 0x7f;
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return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, append);
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}
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public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist)
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@ -889,14 +892,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
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IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt)
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IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, bool append)
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{
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if (m_invAccessModule == null)
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return null;
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bool append = (attachmentPt & 0x80) != 0;
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attachmentPt &= 0x7f;
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SceneObjectGroup objatt;
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if (itemID != UUID.Zero)
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