bad merge?

This commit is contained in:
UbitUmarov
2015-09-01 14:54:35 +01:00
406 changed files with 62562 additions and 8067 deletions

View File

@@ -135,30 +135,49 @@ namespace OpenSim.Region.OptionalModules
private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
{
if (newPoint.X < -1f || newPoint.X > (scene.RegionInfo.RegionSizeX + 1) ||
newPoint.Y < -1f || newPoint.Y > (scene.RegionInfo.RegionSizeY) )
return true;
SceneObjectPart obj = scene.GetSceneObjectPart(objectID);
Vector3 oldPoint = obj.GroupPosition;
int objectCount = obj.ParentGroup.PrimCount;
ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
if (obj == null)
return false;
// Prim counts are determined by the location of the root prim. if we're
// moving a child prim, just let it pass
if (!obj.IsRoot)
{
return true;
}
ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
<<<<<<< HEAD
// newParcel will be null only if it outside of our current region. If this is the case, then the
// receiving permissions will perform the check.
if (newParcel == null)
return true;
// The prim hasn't crossed a region boundary so we don't need to worry
=======
if (newParcel == null)
return true;
Vector3 oldPoint = obj.GroupPosition;
ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
// The prim hasn't crossed a region boundry so we don't need to worry
>>>>>>> avn/ubitvar
// about prim counts here
if(oldParcel.Equals(newParcel))
if(oldParcel != null && oldParcel.Equals(newParcel))
{
return true;
}
// Prim counts are determined by the location of the root prim. if we're
// moving a child prim, just let it pass
if(!obj.IsRoot)
{
return true;
}
int objectCount = obj.ParentGroup.PrimCount;
int usedPrims = newParcel.PrimCounts.Total;
int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
// TODO: Add Special Case here for temporary prims