* Eliminate SOG.FakeDeleteGroup() since it is now identical with DeleteGroup() (except that is didn't lock the parts, which was a potential race condition)

* Removed fake delete code from LSL_Api.SetFlexi - this code was never activiated anyway and didn't appear to make much sense on the surface
This commit is contained in:
Justin Clarke Casey
2008-11-17 16:06:50 +00:00
parent 48a72f51a8
commit c41903077d
3 changed files with 1 additions and 47 deletions

View File

@@ -1063,30 +1063,6 @@ namespace OpenSim.Region.Environment.Scenes
}
}
public void FakeDeleteGroup()
{
// If there are any updates queued for this object when the 'fake' delete happens, then make sure
// that they don't happen, otherwise the deleted objects will reappear
m_isDeleted = true;
DetachFromBackup();
foreach (SceneObjectPart part in m_parts.Values)
{
List<ScenePresence> avatars = Scene.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
if (avatars[i].ParentID == LocalId)
{
avatars[i].StandUp();
}
if (m_rootPart != null && part == m_rootPart)
avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
}
}
}
public void AddScriptLPS(int count)
{
if (scriptScore + count >= float.MaxValue - count)