diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index dcec7e9681..937f43e1e8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -135,6 +135,11 @@ namespace OpenSim.Region.Framework.Scenes
get { return ParentGroup.RootPart == this; }
}
+ ///
+ /// Is the sit target of this part occupied?
+ ///
+ public bool IsSitTargetOccupied { get { return SitTargetAvatar != UUID.Zero; } }
+
///
/// Is an explicit sit target set for this part?
///
@@ -736,7 +741,7 @@ namespace OpenSim.Region.Framework.Scenes
}
// TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
- if (SitTargetAvatar != UUID.Zero)
+ if (IsSitTargetOccupied)
{
ScenePresence avatar;
if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index a8c98edbdc..c824e56796 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1846,7 +1846,7 @@ namespace OpenSim.Region.Framework.Scenes
//look for prims with explicit sit targets that are available
foreach (SceneObjectPart part in partArray)
{
- if (part.IsSitTargetSet && part.SitTargetAvatar == UUID.Zero)
+ if (part.IsSitTargetSet && !part.IsSitTargetOccupied)
{
//switch the target to this prim
return part;
@@ -1878,7 +1878,7 @@ namespace OpenSim.Region.Framework.Scenes
if (part.IsSitTargetSet)
{
- if (part.SitTargetAvatar == UUID.Zero)
+ if (!part.IsSitTargetOccupied)
{
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is set and unoccupied",