Add booleans to control whether we actually crete inventory items

avinationmerge
Melanie 2012-09-18 02:12:07 +02:00
parent e8ba26eac8
commit ac2380bbfa
1 changed files with 4 additions and 2 deletions

View File

@ -116,6 +116,8 @@ namespace OpenSim.Region.ClientStack.Linden
private bool m_dumpAssetsToFile = false; private bool m_dumpAssetsToFile = false;
private string m_regionName; private string m_regionName;
private int m_levelUpload = 0; private int m_levelUpload = 0;
private bool m_addNewTextures = false;
private bool m_addNewMeshes = false;
public BunchOfCaps(Scene scene, Caps caps) public BunchOfCaps(Scene scene, Caps caps)
{ {
@ -627,7 +629,7 @@ namespace OpenSim.Region.ClientStack.Linden
textures.Add(textureAsset.FullID); textures.Add(textureAsset.FullID);
// save it to inventory // save it to inventory
if (AddNewInventoryItem != null) if (m_addNewTextures && AddNewInventoryItem != null)
{ {
string name = assetName; string name = assetName;
if (name.Length > 25) if (name.Length > 25)
@ -673,7 +675,7 @@ namespace OpenSim.Region.ClientStack.Linden
meshAssets.Add(meshAsset.FullID); meshAssets.Add(meshAsset.FullID);
// save it to inventory // save it to inventory
if (AddNewInventoryItem != null) if (m_addNewMeshes && AddNewInventoryItem != null)
{ {
string name = assetName; string name = assetName;
if (name.Length > 25) if (name.Length > 25)