cosmetics ( i hope)

This commit is contained in:
UbitUmarov
2020-08-07 22:10:53 +01:00
parent af3581ba2e
commit fb54ca39d1
15 changed files with 353 additions and 436 deletions

View File

@@ -577,7 +577,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <remarks>
/// Triggered by <see cref="TriggerAtTargetEvent"/>
/// in <see cref="SceneObjectGroup.checkAtTargets"/>
/// in <see cref="SceneObjectGroup.CheckAtTargets"/>
/// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>,
/// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/>
/// </remarks>
@@ -591,7 +591,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <remarks>
/// Triggered by <see cref="TriggerNotAtTargetEvent"/>
/// in <see cref="SceneObjectGroup.checkAtTargets"/>
/// in <see cref="SceneObjectGroup.CheckAtTargets"/>
/// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>,
/// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/>
/// </remarks>
@@ -605,7 +605,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <remarks>
/// Triggered by <see cref="TriggerAtRotTargetEvent"/>
/// in <see cref="SceneObjectGroup.checkAtTargets"/>
/// in <see cref="SceneObjectGroup.CheckAtTargets"/>
/// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>,
/// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/>
/// </remarks>
@@ -619,7 +619,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <remarks>
/// Triggered by <see cref="TriggerNotAtRotTargetEvent"/>
/// in <see cref="SceneObjectGroup.checkAtTargets"/>
/// in <see cref="SceneObjectGroup.CheckAtTargets"/>
/// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>,
/// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/>
/// </remarks>
@@ -3344,11 +3344,7 @@ namespace OpenSim.Region.Framework.Scenes
public void TriggerThrottleUpdate(ScenePresence scenePresence)
{
ThrottleUpdate handler = OnThrottleUpdate;
if (handler != null)
{
handler(scenePresence);
}
OnThrottleUpdate?.Invoke(scenePresence);
}
// public void TriggerGatherUuids(SceneObjectPart sop, IDictionary<UUID, AssetType> assetUuids)