Fix the use of the wrong index when locating the assets associated

with wearables. The fact that this hasn't caused problems earlier
suggests either that no one is using multiple layers of wearables or
that this code is useless because the assets are coming in with the
wearables request.
This commit is contained in:
Mic Bowman
2012-10-03 10:45:57 -07:00
parent 653a98e891
commit b9baab5521

View File

@@ -525,7 +525,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{
for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
{
for (int j = 0; j < appearance.Wearables[j].Count; j++)
for (int j = 0; j < appearance.Wearables[i].Count; j++)
{
if (appearance.Wearables[i][j].ItemID == UUID.Zero)
continue;
@@ -533,6 +533,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// Ignore ruth's assets
if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
continue;
InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
baseItem = invService.GetItem(baseItem);