eliminate redundant SP.m_regionInfo since it always has the scene.
We were already referencing through the scene in some places.remove-scene-viewer
parent
62b2450529
commit
dea0935361
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@ -188,7 +188,6 @@ namespace OpenSim.Region.Framework.Scenes
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private float m_health = 100f;
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private float m_health = 100f;
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protected RegionInfo m_regionInfo;
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protected ulong crossingFromRegion;
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protected ulong crossingFromRegion;
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private readonly Vector3[] Dir_Vectors = new Vector3[9];
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private readonly Vector3[] Dir_Vectors = new Vector3[9];
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@ -725,7 +724,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_name = String.Format("{0} {1}", m_firstname, m_lastname);
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m_name = String.Format("{0} {1}", m_firstname, m_lastname);
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m_scene = world;
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m_scene = world;
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m_uuid = client.AgentId;
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m_uuid = client.AgentId;
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m_regionInfo = world.RegionInfo;
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m_localId = m_scene.AllocateLocalId();
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m_localId = m_scene.AllocateLocalId();
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UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
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UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
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@ -1156,7 +1154,7 @@ namespace OpenSim.Region.Framework.Scenes
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//m_log.DebugFormat("Completed movement");
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//m_log.DebugFormat("Completed movement");
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m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look);
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m_controllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
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SendInitialData();
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SendInitialData();
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// Create child agents in neighbouring regions
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// Create child agents in neighbouring regions
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@ -2877,8 +2875,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// </returns>
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/// </returns>
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protected int HaveNeighbor(Cardinals car, ref int[] fix)
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protected int HaveNeighbor(Cardinals car, ref int[] fix)
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{
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{
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uint neighbourx = m_regionInfo.RegionLocX;
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uint neighbourx = m_scene.RegionInfo.RegionLocX;
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uint neighboury = m_regionInfo.RegionLocY;
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uint neighboury = m_scene.RegionInfo.RegionLocY;
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int dir = (int)car;
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int dir = (int)car;
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@ -2898,8 +2896,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (neighbourRegion == null)
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if (neighbourRegion == null)
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{
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{
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fix[0] = (int)(m_regionInfo.RegionLocX - neighbourx);
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fix[0] = (int)(m_scene.RegionInfo.RegionLocX - neighbourx);
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fix[1] = (int)(m_regionInfo.RegionLocY - neighboury);
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fix[1] = (int)(m_scene.RegionInfo.RegionLocY - neighboury);
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return dir * (-1);
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return dir * (-1);
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}
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}
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else
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else
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