refactor: Add SOP.IsSitTargetOccupied to improve readability
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69a6f6e3cd
commit
c8f0d476d2
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@ -135,6 +135,11 @@ namespace OpenSim.Region.Framework.Scenes
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get { return ParentGroup.RootPart == this; }
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get { return ParentGroup.RootPart == this; }
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}
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}
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/// <summary>
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/// Is the sit target of this part occupied?
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/// </summary>
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public bool IsSitTargetOccupied { get { return SitTargetAvatar != UUID.Zero; } }
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/// <summary>
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/// <summary>
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/// Is an explicit sit target set for this part?
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/// Is an explicit sit target set for this part?
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/// </summary>
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/// </summary>
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@ -736,7 +741,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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// TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
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// TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
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if (SitTargetAvatar != UUID.Zero)
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if (IsSitTargetOccupied)
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{
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{
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ScenePresence avatar;
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ScenePresence avatar;
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if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
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if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
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@ -1846,7 +1846,7 @@ namespace OpenSim.Region.Framework.Scenes
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//look for prims with explicit sit targets that are available
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//look for prims with explicit sit targets that are available
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foreach (SceneObjectPart part in partArray)
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foreach (SceneObjectPart part in partArray)
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{
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{
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if (part.IsSitTargetSet && part.SitTargetAvatar == UUID.Zero)
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if (part.IsSitTargetSet && !part.IsSitTargetOccupied)
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{
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{
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//switch the target to this prim
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//switch the target to this prim
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return part;
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return part;
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@ -1878,7 +1878,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (part.IsSitTargetSet)
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if (part.IsSitTargetSet)
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{
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{
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if (part.SitTargetAvatar == UUID.Zero)
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if (!part.IsSitTargetOccupied)
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{
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{
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is set and unoccupied",
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// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is set and unoccupied",
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