remove the pointless m_Scene.GetNewRezLocation() call at the top of IAM.RezObject() since its always recalculated later on anyway

remove-scene-viewer
Justin Clark-Casey (justincc) 2011-09-01 23:37:03 +01:00
parent 712d44635a
commit cc8897127b
1 changed files with 4 additions and 7 deletions

View File

@ -694,12 +694,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{ {
// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID); // m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
byte bRayEndIsIntersection = (byte)(RayEndIsIntersection ? 1 : 0);
Vector3 scale = new Vector3(0.5f, 0.5f, 0.5f);
Vector3 pos = m_Scene.GetNewRezLocation(
RayStart, RayEnd, RayTargetID, Quaternion.Identity,
BypassRayCast, bRayEndIsIntersection, true, scale, false);
InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
item = m_Scene.InventoryService.GetItem(item); item = m_Scene.InventoryService.GetItem(item);
@ -731,7 +725,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// item that it came from. This allows us to enable 'save object to inventory' // item that it came from. This allows us to enable 'save object to inventory'
if (!m_Scene.Permissions.BypassPermissions()) if (!m_Scene.Permissions.BypassPermissions())
{ {
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == (uint)PermissionMask.Copy && (item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0) if ((item.CurrentPermissions & (uint)PermissionMask.Copy)
== (uint)PermissionMask.Copy && (item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
{ {
itemId = item.ID; itemId = item.ID;
} }
@ -749,6 +744,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
List<SceneObjectGroup> objlist = List<SceneObjectGroup> objlist =
new List<SceneObjectGroup>(); new List<SceneObjectGroup>();
List<Vector3> veclist = new List<Vector3>(); List<Vector3> veclist = new List<Vector3>();
byte bRayEndIsIntersection = (byte)(RayEndIsIntersection ? 1 : 0);
Vector3 pos;
XmlDocument doc = new XmlDocument(); XmlDocument doc = new XmlDocument();
doc.LoadXml(xmlData); doc.LoadXml(xmlData);