remove unused and wrong methods
parent
ed365f6220
commit
cdc23bab74
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@ -1569,7 +1569,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
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{
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// Set the new attachment point data in the object
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byte attachmentPoint = group.GetAttachmentPoint();
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byte attachmentPoint = (byte)group.AttachmentPoint;
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group.UpdateGroupPosition(pos);
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group.IsAttachment = false;
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group.AbsolutePosition = group.RootPart.AttachedPos;
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@ -1783,63 +1783,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <summary>
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/// Attach this scene object to the given avatar.
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/// </summary>
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/// <param name="agentID"></param>
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/// <param name="attachmentpoint"></param>
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/// <param name="AttachOffset"></param>
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private void AttachToAgent(
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ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
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{
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if (avatar != null)
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{
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// don't attach attachments to child agents
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if (avatar.IsChildAgent) return;
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// Remove from database and parcel prim count
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m_scene.DeleteFromStorage(so.UUID);
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m_scene.EventManager.TriggerParcelPrimCountTainted();
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so.AttachedAvatar = avatar.UUID;
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if (so.RootPart.PhysActor != null)
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{
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m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
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so.RootPart.PhysActor = null;
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}
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so.AbsolutePosition = attachOffset;
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so.RootPart.AttachedPos = attachOffset;
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so.IsAttachment = true;
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so.RootPart.SetParentLocalId(avatar.LocalId);
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so.AttachmentPoint = attachmentpoint;
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avatar.AddAttachment(this);
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if (!silent)
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{
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// Killing it here will cause the client to deselect it
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// It then reappears on the avatar, deselected
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// through the full update below
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//
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if (IsSelected)
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{
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m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
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}
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IsSelected = false; // fudge....
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ScheduleGroupForFullUpdate();
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}
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}
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else
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{
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m_log.WarnFormat(
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"[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
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UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
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}
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}
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public byte GetAttachmentPoint()
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{
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return m_rootPart.Shape.State;
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