cleanup indentation
parent
6dafce9a12
commit
a4ed111de1
|
@ -1086,85 +1086,45 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
||||||
{
|
{
|
||||||
UUID newInvItem = UUID.Random();
|
UUID newInvItem = UUID.Random();
|
||||||
InventoryItemBase itembase = new InventoryItemBase(newInvItem, userID)
|
InventoryItemBase itembase = new InventoryItemBase(newInvItem, userID)
|
||||||
{
|
{
|
||||||
AssetID =
|
AssetID = defaultwearable,
|
||||||
defaultwearable,
|
AssetType = (int)FolderType.BodyPart,
|
||||||
AssetType
|
CreatorId = userID.ToString(),
|
||||||
=
|
//InvType = (int)InventoryType.Wearable,
|
||||||
(int)
|
Description = "Failed Wearable Replacement",
|
||||||
FolderType
|
Folder = invService.GetFolderForType(userID, FolderType.BodyPart).ID,
|
||||||
.BodyPart,
|
Flags = (uint) type, Name = Enum.GetName(typeof (WearableType), type),
|
||||||
CreatorId
|
BasePermissions = (uint) PermissionMask.Copy,
|
||||||
=
|
CurrentPermissions = (uint) PermissionMask.Copy,
|
||||||
userID
|
EveryOnePermissions = (uint) PermissionMask.Copy,
|
||||||
.ToString
|
GroupPermissions = (uint) PermissionMask.Copy,
|
||||||
(),
|
NextPermissions = (uint) PermissionMask.Copy
|
||||||
//InvType = (int)InventoryType.Wearable,
|
};
|
||||||
|
|
||||||
Description
|
|
||||||
=
|
|
||||||
"Failed Wearable Replacement",
|
|
||||||
Folder =
|
|
||||||
invService
|
|
||||||
.GetFolderForType
|
|
||||||
(userID,
|
|
||||||
FolderType
|
|
||||||
.BodyPart)
|
|
||||||
.ID,
|
|
||||||
Flags = (uint) type,
|
|
||||||
Name = Enum.GetName(typeof (WearableType), type),
|
|
||||||
BasePermissions = (uint) PermissionMask.Copy,
|
|
||||||
CurrentPermissions = (uint) PermissionMask.Copy,
|
|
||||||
EveryOnePermissions = (uint) PermissionMask.Copy,
|
|
||||||
GroupPermissions = (uint) PermissionMask.Copy,
|
|
||||||
NextPermissions = (uint) PermissionMask.Copy
|
|
||||||
};
|
|
||||||
invService.AddItem(itembase);
|
invService.AddItem(itembase);
|
||||||
UUID LinkInvItem = UUID.Random();
|
UUID LinkInvItem = UUID.Random();
|
||||||
itembase = new InventoryItemBase(LinkInvItem, userID)
|
itembase = new InventoryItemBase(LinkInvItem, userID)
|
||||||
{
|
{
|
||||||
AssetID =
|
AssetID = newInvItem,
|
||||||
newInvItem,
|
AssetType = (int)AssetType.Link,
|
||||||
AssetType
|
CreatorId = userID.ToString(),
|
||||||
=
|
InvType = (int) InventoryType.Wearable,
|
||||||
(int)
|
Description = "Failed Wearable Replacement",
|
||||||
AssetType
|
Folder = invService.GetFolderForType(userID, FolderType.CurrentOutfit).ID,
|
||||||
.Link,
|
Flags = (uint) type,
|
||||||
CreatorId
|
Name = Enum.GetName(typeof (WearableType), type),
|
||||||
=
|
BasePermissions = (uint) PermissionMask.Copy,
|
||||||
userID
|
CurrentPermissions = (uint) PermissionMask.Copy,
|
||||||
.ToString
|
EveryOnePermissions = (uint) PermissionMask.Copy,
|
||||||
(),
|
GroupPermissions = (uint) PermissionMask.Copy,
|
||||||
InvType = (int) InventoryType.Wearable,
|
NextPermissions = (uint) PermissionMask.Copy
|
||||||
|
};
|
||||||
Description
|
|
||||||
=
|
|
||||||
"Failed Wearable Replacement",
|
|
||||||
Folder =
|
|
||||||
invService
|
|
||||||
.GetFolderForType
|
|
||||||
(userID,
|
|
||||||
FolderType
|
|
||||||
.CurrentOutfit)
|
|
||||||
.ID,
|
|
||||||
Flags = (uint) type,
|
|
||||||
Name = Enum.GetName(typeof (WearableType), type),
|
|
||||||
BasePermissions = (uint) PermissionMask.Copy,
|
|
||||||
CurrentPermissions = (uint) PermissionMask.Copy,
|
|
||||||
EveryOnePermissions = (uint) PermissionMask.Copy,
|
|
||||||
GroupPermissions = (uint) PermissionMask.Copy,
|
|
||||||
NextPermissions = (uint) PermissionMask.Copy
|
|
||||||
};
|
|
||||||
invService.AddItem(itembase);
|
invService.AddItem(itembase);
|
||||||
appearance.Wearables[(int)type] = new AvatarWearable(newInvItem, GetDefaultItem(type));
|
appearance.Wearables[(int)type] = new AvatarWearable(newInvItem, GetDefaultItem(type));
|
||||||
ScenePresence presence = null;
|
ScenePresence presence = null;
|
||||||
if (m_scene.TryGetScenePresence(userID, out presence))
|
if (m_scene.TryGetScenePresence(userID, out presence))
|
||||||
{
|
{
|
||||||
m_scene.SendInventoryUpdate(presence.ControllingClient,
|
m_scene.SendInventoryUpdate(presence.ControllingClient,
|
||||||
invService.GetFolderForType(userID,
|
invService.GetFolderForType(userID, FolderType.CurrentOutfit), false, true);
|
||||||
FolderType
|
|
||||||
.CurrentOutfit),
|
|
||||||
false, true);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue