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);
if (group != null)
{
// TODO: do we care about the value of this bool?
group.AddInventoryItem(remoteClient, localID, item, copyID);
group.StartScript(localID, copyID);
group.GetProperites(remoteClient);

View File

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