rip out pointless null checks in UndoState where part can never be null

bulletsim
Justin Clark-Casey (justincc) 2011-07-19 05:51:19 +01:00
parent bc3679b67d
commit 9dd5a24495
1 changed files with 74 additions and 83 deletions

View File

@ -52,8 +52,6 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="part"></param>
/// <param name="forGroup">True if the undo is for an entire group</param>
public UndoState(SceneObjectPart part, bool forGroup)
{
if (part != null)
{
if (part.ParentID == 0)
{
@ -92,7 +90,6 @@ namespace OpenSim.Region.Framework.Scenes
// "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
}
}
}
/// <summary>
/// Compare the relevant state in the given part to this state.
@ -127,8 +124,6 @@ namespace OpenSim.Region.Framework.Scenes
}
public void PlaybackState(SceneObjectPart part)
{
if (part != null)
{
part.Undoing = true;
@ -200,11 +195,8 @@ namespace OpenSim.Region.Framework.Scenes
part.Undoing = false;
}
}
public void PlayfwdState(SceneObjectPart part)
{
if (part != null)
{
part.Undoing = true;
@ -243,7 +235,6 @@ namespace OpenSim.Region.Framework.Scenes
part.Undoing = false;
}
}
}
public class LandUndoState
{