remove some more useless NULL arguments

This commit is contained in:
UbitUmarov
2019-10-22 13:04:01 +01:00
parent da0a8d6c43
commit 46e36601cb
20 changed files with 81 additions and 99 deletions

View File

@@ -114,20 +114,20 @@ namespace OpenSim.Region.OptionalModules.Agent.TextureSender
if (!UUID.TryParse(rawAssetId, out assetId))
{
MainConsole.Instance.Output("ERROR: {0} is not a valid ID format", null, rawAssetId);
MainConsole.Instance.Output("ERROR: {0} is not a valid ID format", rawAssetId);
return;
}
AssetBase asset = m_scene.AssetService.Get(assetId.ToString());
if (asset == null)
{
MainConsole.Instance.Output("ERROR: No asset found with ID {0}", null, assetId);
MainConsole.Instance.Output("ERROR: No asset found with ID {0}", assetId);
return;
}
if (asset.Type != (sbyte)AssetType.Texture)
{
MainConsole.Instance.Output("ERROR: Asset {0} is not a texture type", null, assetId);
MainConsole.Instance.Output("ERROR: Asset {0} is not a texture type", assetId);
return;
}
@@ -144,12 +144,11 @@ namespace OpenSim.Region.OptionalModules.Agent.TextureSender
{
MainConsole.Instance.Output(
"Successfully decoded asset {0} with {1} layers and {2} components",
null,
assetId, layers.Length, components);
}
else
{
MainConsole.Instance.Output("Decode of asset {0} failed", null, assetId);
MainConsole.Instance.Output("Decode of asset {0} failed", assetId);
}
}
}