Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
8a216dc1cc
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@ -209,7 +209,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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m_attMod.RezSingleAttachmentFromInventory(
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m_presence, attItemId, (uint)AttachmentPoint.Chest);
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m_attMod.DetachSingleAttachmentToInv(attItemId, m_presence.ControllingClient);
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m_attMod.DetachSingleAttachmentToInv(m_presence, attItemId);
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// Check status on scene presence
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Assert.That(m_presence.HasAttachments(), Is.False);
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@ -28,7 +28,6 @@
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using System;
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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@ -40,6 +39,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// RezAttachments. This should only be called upon login on the first region.
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/// Attachment rezzings on crossings and TPs are done in a different way.
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/// </summary>
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/// <param name="sp"></param>
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void RezAttachments(IScenePresence sp);
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/// <summary>
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@ -50,17 +50,16 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <summary>
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/// Delete all the presence's attachments from the scene
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/// </summary>
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/// <param name="sp">
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/// This is done when a root agent leaves/is demoted to child (for instance, on logout, teleport or region cross).
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/// </param>
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="silent"></param>
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void DeleteAttachmentsFromScene(IScenePresence sp, bool silent);
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/// <summary>
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/// Attach an object to an avatar
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="sp"></param>
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/// <param name="grp"></param>
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/// <param name="AttachmentPt"></param>
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/// <param name="silent"></param>
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@ -80,21 +79,9 @@ namespace OpenSim.Region.Framework.Interfaces
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/// Rez multiple attachments from a user's inventory
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="header"></param>
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/// <param name="objects"></param>
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/// <param name="rezlist"></param>
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void RezMultipleAttachmentsFromInventory(IScenePresence sp,List<KeyValuePair<UUID, uint>> rezlist);
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/// <summary>
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/// Detach an object from the avatar.
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/// </summary>
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/// <remarks>
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/// This method is called in response to a client's detach request, so we only update the information in
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/// inventory
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/// </remarks>
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/// <param name="objectLocalID"></param>
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/// <param name="remoteClient"></param>
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void DetachObject(uint objectLocalID, IClientAPI remoteClient);
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/// <summary>
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/// Detach the given item to the ground.
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/// </summary>
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@ -105,9 +92,9 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <summary>
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/// Detach the given item so that it remains in the user's inventory.
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/// </summary>
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/// <param name="itemID">/param>
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/// <param name="remoteClient"></param>
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void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient);
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/// <param name="sp">/param>
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/// <param name="itemID"></param>
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void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID);
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/// <summary>
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/// Update the position of an attachment.
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@ -3023,7 +3023,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
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if (attachmentsModule != null)
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attachmentsModule.DetachSingleAttachmentToInv(itemID, presence.ControllingClient);
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attachmentsModule.DetachSingleAttachmentToInv(presence, itemID);
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}
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public void llTakeCamera(string avatar)
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