* Remove SceneObjectPart.AttachToScene() since the remaining instruction can be done by other means
parent
1e527f3e86
commit
eec8c6cd6e
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@ -571,17 +571,10 @@ namespace OpenSim.Region.Environment.Scenes
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public void AttachToScene(Scene scene)
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public void AttachToScene(Scene scene)
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{
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{
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m_scene = scene;
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m_scene = scene;
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RegionHandle = scene.RegionInfo.RegionHandle;
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ApplyPhysics(m_scene.m_physicalPrim);
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ApplyPhysics(m_scene.m_physicalPrim);
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lock (m_parts)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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part.AttachToScene(scene.RegionInfo.RegionHandle);
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}
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}
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// one of these is a proxy.
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// one of these is a proxy.
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if (m_rootPart.Shape.PCode != (byte)PCode.None && m_rootPart.Shape.PCode != (byte)PCode.ParticleSystem)
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if (m_rootPart.Shape.PCode != (byte)PCode.None && m_rootPart.Shape.PCode != (byte)PCode.ParticleSystem)
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AttachToBackup();
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AttachToBackup();
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@ -3399,14 +3399,7 @@ if (m_shape != null) {
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}
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}
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#endregion Public Methods
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#endregion Public Methods
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/// <summary>
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/// Attach this part to a scene such that it appears to avatars
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/// </summary>
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protected internal void AttachToScene(ulong regionHandle)
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{
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m_regionHandle = regionHandle;
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}
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private byte GetAttachPointEncoded()
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private byte GetAttachPointEncoded()
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{
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{
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