* minor refactorings
parent
d05b121dff
commit
a32bb91675
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@ -1007,7 +1007,7 @@ namespace OpenSim.Region.Environment.Scenes
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protected ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child)
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protected ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child)
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{
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{
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ScenePresence newAvatar = null;
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ScenePresence avatar = null;
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byte[] visualParams;
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byte[] visualParams;
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AvatarWearable[] wearables;
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AvatarWearable[] wearables;
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@ -1018,14 +1018,14 @@ namespace OpenSim.Region.Environment.Scenes
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AvatarFactoryModule.GetDefaultAvatarAppearance(out wearables, out visualParams);
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AvatarFactoryModule.GetDefaultAvatarAppearance(out wearables, out visualParams);
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}
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}
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newAvatar = m_innerScene.CreateAndAddScenePresence(client, child, wearables, visualParams);
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avatar = m_innerScene.CreateAndAddScenePresence(client, child, wearables, visualParams);
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if (newAvatar.IsChildAgent)
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if (avatar.IsChildAgent)
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{
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{
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newAvatar.OnSignificantClientMovement += m_LandManager.handleSignificantClientMovement;
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avatar.OnSignificantClientMovement += m_LandManager.handleSignificantClientMovement;
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}
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}
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return newAvatar;
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return avatar;
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}
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}
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@ -1044,7 +1044,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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client.SendKillObject(avatar.RegionHandle, avatar.LocalId);
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client.SendKillObject(avatar.RegionHandle, avatar.LocalId);
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}
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}
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catch (System.NullReferenceException NE)
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catch (System.NullReferenceException)
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{
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{
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//We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway.
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//We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway.
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@ -496,7 +496,7 @@ namespace OpenSim.Region.Environment.Scenes
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///
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///
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/// </summary>
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/// </summary>
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/// <returns></returns>
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/// <returns></returns>
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public new SceneObjectGroup Copy(LLUUID cAgentID, LLUUID cGroupID)
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public SceneObjectGroup Copy(LLUUID cAgentID, LLUUID cGroupID)
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{
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{
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SceneObjectGroup dupe = (SceneObjectGroup) MemberwiseClone();
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SceneObjectGroup dupe = (SceneObjectGroup) MemberwiseClone();
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dupe.m_parts = new Dictionary<LLUUID, SceneObjectPart>();
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dupe.m_parts = new Dictionary<LLUUID, SceneObjectPart>();
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