reverting #7295, as it still fails a test case (as pointed out very

kindly by sean) --- lesson learned: just running a "make test" is not
sufficient, you need to precede it by a "make clean".
This commit is contained in:
Dr Scofield
2008-11-14 13:03:18 +00:00
parent 5e20e32b69
commit 5c21ec6d10
7 changed files with 23 additions and 59 deletions

View File

@@ -289,16 +289,16 @@ namespace OpenSim.Region.Environment.Scenes
/// name is chosen.
/// </summary>
/// <param name="item"></param>
public void AddInventoryItem(TaskInventoryItem item, bool allowedDrop)
public void AddInventoryItem(TaskInventoryItem item)
{
AddInventoryItem(item.Name, item, allowedDrop);
AddInventoryItem(item.Name, item);
}
/// <summary>
/// Add an item to this prim's inventory. If an item with the same name already exists, it is replaced.
/// </summary>
/// <param name="item"></param>
public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
public void AddInventoryItemExclusive(TaskInventoryItem item)
{
List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_taskInventory.Values);
foreach (TaskInventoryItem i in il)
@@ -313,7 +313,7 @@ namespace OpenSim.Region.Environment.Scenes
}
}
AddInventoryItem(item.Name, item, allowedDrop);
AddInventoryItem(item.Name, item);
}
/// <summary>
@@ -324,10 +324,7 @@ namespace OpenSim.Region.Environment.Scenes
/// The item itself. The name within this structure is ignored in favour of the name
/// given in this method's arguments
/// </param>
/// <param name="allowedDrop">
// Item was only added to inventory because AllowedDrop is set
/// </param>
protected void AddInventoryItem(string name, TaskInventoryItem item, bool allowedDrop)
protected void AddInventoryItem(string name, TaskInventoryItem item)
{
name = FindAvailableInventoryName(name);
if (name == String.Empty)
@@ -340,10 +337,7 @@ namespace OpenSim.Region.Environment.Scenes
lock (m_taskInventory)
{
m_taskInventory.Add(item.ItemID, item);
if (allowedDrop)
TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
else
TriggerScriptChangedEvent(Changed.INVENTORY);
TriggerScriptChangedEvent(Changed.INVENTORY);
}
m_inventorySerial++;