Very minor refactoring. Remove unused prim inventory bool returns for now

afrisby
Justin Clarke Casey 2008-01-07 03:09:00 +00:00
parent 6b4b041902
commit eadfbf3ba2
2 changed files with 2 additions and 7 deletions

View File

@ -562,7 +562,6 @@ namespace OpenSim.Region.Environment.Scenes
SceneObjectGroup group = GetGroupByPrim(localID); SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null) if (group != null)
{ {
// TODO: do we care about the value of this bool?
group.AddInventoryItem(remoteClient, localID, item, copyID); group.AddInventoryItem(remoteClient, localID, item, copyID);
group.StartScript(localID, copyID); group.StartScript(localID, copyID);
group.GetProperites(remoteClient); group.GetProperites(remoteClient);

View File

@ -100,8 +100,8 @@ namespace OpenSim.Region.Environment.Scenes
/// Start a script which is in this prim's inventory. /// Start a script which is in this prim's inventory.
/// </summary> /// </summary>
/// <param name="item"></param> /// <param name="item"></param>
/// <returns>true if script asset was found, false if it wasn't</returns> /// <returns></returns>
public bool StartScript(TaskInventoryItem item) public void StartScript(TaskInventoryItem item)
{ {
// MainLog.Instance.Verbose( // MainLog.Instance.Verbose(
// "PRIMINVENTORY", // "PRIMINVENTORY",
@ -114,8 +114,6 @@ namespace OpenSim.Region.Environment.Scenes
{ {
string script = Helpers.FieldToUTF8String(rezAsset.Data); string script = Helpers.FieldToUTF8String(rezAsset.Data);
m_parentGroup.Scene.EventManager.TriggerRezScript(LocalID, item.item_id, script); m_parentGroup.Scene.EventManager.TriggerRezScript(LocalID, item.item_id, script);
return true;
} }
else else
{ {
@ -124,8 +122,6 @@ namespace OpenSim.Region.Environment.Scenes
"Couldn't start script {0}, {1} since asset ID {2} could not be found", "Couldn't start script {0}, {1} since asset ID {2} could not be found",
item.name, item.item_id, item.asset_id); item.name, item.item_id, item.asset_id);
} }
return false;
} }
/// <summary> /// <summary>