Fix the use of the wrong index when locating the assets associated
with wearables. The fact that this hasn't caused problems earlier suggests either that no one is using multiple layers of wearables or that this code is useless because the assets are coming in with the wearables request.connector_plugin
parent
653a98e891
commit
b9baab5521
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@ -525,7 +525,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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{
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{
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for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
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for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
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{
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{
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for (int j = 0; j < appearance.Wearables[j].Count; j++)
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for (int j = 0; j < appearance.Wearables[i].Count; j++)
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{
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{
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if (appearance.Wearables[i][j].ItemID == UUID.Zero)
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if (appearance.Wearables[i][j].ItemID == UUID.Zero)
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continue;
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continue;
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@ -533,6 +533,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// Ignore ruth's assets
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// Ignore ruth's assets
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if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
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if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
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continue;
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continue;
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InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
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InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
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baseItem = invService.GetItem(baseItem);
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baseItem = invService.GetItem(baseItem);
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