Actually make EventManager.OnAttach() fire when an object is attached. Previously, only detach was firing!

This commit is contained in:
Justin Clark-Casey (justincc)
2010-02-01 20:15:36 +00:00
parent 53a01dc422
commit 4c1740f7d8
2 changed files with 6 additions and 2 deletions

View File

@@ -313,9 +313,10 @@ namespace OpenSim.Region.Framework.Scenes
public event EmptyScriptCompileQueue OnEmptyScriptCompileQueue;
/// <summary>
/// Called whenever an object is attached, or detached
/// from an in-world presence.
/// Called whenever an object is attached, or detached from an in-world presence.
/// </summary>
/// If the object is being attached, then the avatarID will be present. If the object is being detached then
/// the avatarID is UUID.Zero (I know, this doesn't make much sense but now it's historical).
public delegate void Attach(uint localID, UUID itemID, UUID avatarID);
public event Attach OnAttach;