remove unused parameter
parent
cd29abf1ac
commit
f7f5aba597
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@ -200,7 +200,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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Assert.That(so.Backup, Is.True);
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Assert.That(so.Backup, Is.True);
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m_numberOfAttachEventsFired = 0;
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m_numberOfAttachEventsFired = 0;
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false, true, false);
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, true, false);
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// Check status on scene presence
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// Check status on scene presence
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Assert.That(sp.HasAttachments(), Is.True);
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Assert.That(sp.HasAttachments(), Is.True);
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@ -248,7 +248,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "att1", sp.UUID);
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "att1", sp.UUID);
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m_numberOfAttachEventsFired = 0;
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m_numberOfAttachEventsFired = 0;
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Default, false, false, true, false);
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Default, false, true, false);
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// Check status on scene presence
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// Check status on scene presence
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Assert.That(sp.HasAttachments(), Is.True);
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Assert.That(sp.HasAttachments(), Is.True);
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@ -281,7 +281,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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// Test wearing a different attachment from the ground.
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// Test wearing a different attachment from the ground.
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{
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{
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scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false, true, false);
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scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, true, false);
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// Check status on scene presence
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// Check status on scene presence
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Assert.That(sp.HasAttachments(), Is.True);
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Assert.That(sp.HasAttachments(), Is.True);
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@ -314,7 +314,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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// Test rewearing an already worn attachment from ground. Nothing should happen.
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// Test rewearing an already worn attachment from ground. Nothing should happen.
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{
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{
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scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false, true, false);
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scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, true, false);
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// Check status on scene presence
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// Check status on scene presence
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Assert.That(sp.HasAttachments(), Is.True);
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Assert.That(sp.HasAttachments(), Is.True);
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@ -372,7 +372,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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sp2.AbsolutePosition = new Vector3(0, 0, 0);
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sp2.AbsolutePosition = new Vector3(0, 0, 0);
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sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero);
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sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero);
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false, true, false);
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, true, false);
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Assert.That(sp.HasAttachments(), Is.False);
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Assert.That(sp.HasAttachments(), Is.False);
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Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
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Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
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@ -90,7 +90,8 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="addToInventory">If true then add object to user inventory</param>
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/// <param name="addToInventory">If true then add object to user inventory</param>
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/// <param name="append">Append to attachment point rather than replace.</param>
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/// <param name="append">Append to attachment point rather than replace.</param>
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/// <returns>true if the object was successfully attached, false otherwise</returns>
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/// <returns>true if the object was successfully attached, false otherwise</returns>
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bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool useAttachmentInfo, bool addToInventory, bool append);
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bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent,
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bool addToInventory, bool append);
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/// <summary>
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/// <summary>
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/// Rez an attachment from user inventory and change inventory status to match.
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/// Rez an attachment from user inventory and change inventory status to match.
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@ -3035,7 +3035,7 @@ namespace OpenSim.Region.Framework.Scenes
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// information that this is due to a teleport/border cross rather than an ordinary attachment.
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// information that this is due to a teleport/border cross rather than an ordinary attachment.
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// We currently do this in Scene.MakeRootAgent() instead.
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// We currently do this in Scene.MakeRootAgent() instead.
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if (AttachmentsModule != null)
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if (AttachmentsModule != null)
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AttachmentsModule.AttachObject(sp, grp, 0, false, false, false, true);
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AttachmentsModule.AttachObject(sp, grp, 0, false, false, true);
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}
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}
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else
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else
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{
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{
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@ -184,7 +184,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments
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hostPart.ParentGroup.RootPart.ScheduleFullUpdate();
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hostPart.ParentGroup.RootPart.ScheduleFullUpdate();
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}
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}
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return attachmentsModule.AttachObject(target, hostPart.ParentGroup, (uint)attachmentPoint, false, false, false, true) ? 1 : 0;
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return attachmentsModule.AttachObject(target, hostPart.ParentGroup, (uint)attachmentPoint, false, false, true) ? 1 : 0;
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}
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}
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}
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}
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}
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}
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@ -3719,7 +3719,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
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IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
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if (attachmentsModule != null)
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if (attachmentsModule != null)
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return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false, true, false, true);
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return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false, true, true);
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else
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else
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return false;
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return false;
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}
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}
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