Very minor refactoring. Remove unused prim inventory bool returns for now
parent
6b4b041902
commit
eadfbf3ba2
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@ -562,7 +562,6 @@ namespace OpenSim.Region.Environment.Scenes
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SceneObjectGroup group = GetGroupByPrim(localID);
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if (group != null)
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{
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// TODO: do we care about the value of this bool?
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group.AddInventoryItem(remoteClient, localID, item, copyID);
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group.StartScript(localID, copyID);
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group.GetProperites(remoteClient);
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@ -100,8 +100,8 @@ namespace OpenSim.Region.Environment.Scenes
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/// Start a script which is in this prim's inventory.
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/// </summary>
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/// <param name="item"></param>
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/// <returns>true if script asset was found, false if it wasn't</returns>
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public bool StartScript(TaskInventoryItem item)
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/// <returns></returns>
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public void StartScript(TaskInventoryItem item)
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{
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// MainLog.Instance.Verbose(
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// "PRIMINVENTORY",
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@ -114,8 +114,6 @@ namespace OpenSim.Region.Environment.Scenes
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{
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string script = Helpers.FieldToUTF8String(rezAsset.Data);
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m_parentGroup.Scene.EventManager.TriggerRezScript(LocalID, item.item_id, script);
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return true;
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}
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else
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{
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@ -124,8 +122,6 @@ namespace OpenSim.Region.Environment.Scenes
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"Couldn't start script {0}, {1} since asset ID {2} could not be found",
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item.name, item.item_id, item.asset_id);
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}
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return false;
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}
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/// <summary>
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