Fix build
parent
7a8dd539fd
commit
986f6b39ca
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@ -839,8 +839,8 @@ namespace OpenSim.Region.Framework.Scenes
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//m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
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//m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
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bool wasChild = m_isChildAgent;
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bool wasChild = IsChildAgent;
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m_isChildAgent = false;
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IsChildAgent = false;
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IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
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IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
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if (gm != null)
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if (gm != null)
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@ -986,7 +986,7 @@ namespace OpenSim.Region.Framework.Scenes
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// depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated.
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// depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated.
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//Velocity = new Vector3(0, 0, 0);
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//Velocity = new Vector3(0, 0, 0);
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m_isChildAgent = true;
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IsChildAgent = true;
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m_scene.SwapRootAgentCount(true);
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m_scene.SwapRootAgentCount(true);
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RemoveFromPhysicalScene();
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RemoveFromPhysicalScene();
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@ -1152,7 +1152,7 @@ namespace OpenSim.Region.Framework.Scenes
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ValidateAndSendAppearanceAndAgentData();
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ValidateAndSendAppearanceAndAgentData();
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// Create child agents in neighbouring regions
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// Create child agents in neighbouring regions
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if (openChildAgents && !m_isChildAgent)
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if (openChildAgents && !IsChildAgent)
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{
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{
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IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
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IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
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if (m_agentTransfer != null)
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if (m_agentTransfer != null)
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@ -2354,7 +2354,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (!sendingPrims)
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if (!sendingPrims)
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Util.FireAndForget(delegate { sendingPrims = true; SendPrimUpdates(); sendingPrims = false; });
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Util.FireAndForget(delegate { sendingPrims = true; SendPrimUpdates(); sendingPrims = false; });
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if (m_isChildAgent == false)
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if (IsChildAgent == false)
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{
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{
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// PhysicsActor actor = m_physicsActor;
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// PhysicsActor actor = m_physicsActor;
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