diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index dd051c267b..dea09604dc 100755
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -126,7 +126,7 @@ namespace OpenSim.Region.Framework.Scenes
private bool m_physicsEnabled;
///
- /// If false then scripts are not enabled on the smiulator
+ /// If false then scripts are not enabled on the simulator
///
public bool ScriptsEnabled
{
@@ -1067,9 +1067,8 @@ namespace OpenSim.Region.Framework.Scenes
string[] possibleAccessControlConfigSections = new string[] { "Startup", "AccessControl"};
- string grant
- = Util.GetConfigVarFromSections(
- config, "AllowedClients", possibleAccessControlConfigSections, string.Empty);
+ string grant = Util.GetConfigVarFromSections(
+ config, "AllowedClients", possibleAccessControlConfigSections, string.Empty);
if (grant.Length > 0)
{
@@ -1079,9 +1078,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
- grant
- = Util.GetConfigVarFromSections(
- config, "DeniedClients", possibleAccessControlConfigSections, String.Empty);
+ grant = Util.GetConfigVarFromSections(config, "DeniedClients", possibleAccessControlConfigSections, String.Empty);
// Deal with the mess of someone having used a different word at some point
if (grant == String.Empty)
grant = Util.GetConfigVarFromSections(
@@ -3165,9 +3162,7 @@ namespace OpenSim.Region.Framework.Scenes
// In the future this can be relieved once locking per agent (not necessarily on AgentCircuitData) is improved.
lock (aCircuit)
{
- vialogin
- = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
- || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
+ vialogin = (aCircuit.teleportFlags & (uint)(Constants.TeleportFlags.ViaHGLogin | Constants.TeleportFlags.ViaLogin)) != 0;
CheckHeartbeat();
@@ -4062,9 +4057,8 @@ namespace OpenSim.Region.Framework.Scenes
// We need to ensure that we are not already removing the scene presence before we ask it not to be
// closed.
- if (sp != null && !sp.IsDeleted && sp.IsChildAgent
- && (sp.LifecycleState == ScenePresenceState.Running
- || sp.LifecycleState == ScenePresenceState.PreRemove))
+ if (sp != null && !sp.IsDeleted && sp.IsChildAgent &&
+ (sp.LifecycleState == ScenePresenceState.Running || sp.LifecycleState == ScenePresenceState.PreRemove))
{
m_log.DebugFormat(
"[SCENE]: Reusing existing child scene presence for {0}, state {1} in {2}",