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-rw-r--r--indra/newview/llagentwearables.cpp69
1 files changed, 0 insertions, 69 deletions
diff --git a/indra/newview/llagentwearables.cpp b/indra/newview/llagentwearables.cpp
index 1187455971..c31b154b74 100644
--- a/indra/newview/llagentwearables.cpp
+++ b/indra/newview/llagentwearables.cpp
@@ -55,8 +55,6 @@
#include <boost/scoped_ptr.hpp>
-#define USE_CURRENT_OUTFIT_FOLDER
-
//--------------------------------------------------------------------
// Classes for fetching initial wearables data
//--------------------------------------------------------------------
@@ -1036,64 +1034,6 @@ void LLAgentWearables::processAgentInitialWearablesUpdate(LLMessageSystem* mesgs
}
}
-// A single wearable that the avatar was wearing on start-up has arrived from the database.
-// static
-void LLAgentWearables::onInitialWearableAssetArrived(LLWearable* wearable, void* userdata)
-{
- boost::scoped_ptr<LLInitialWearablesFetch::InitialWearableData> wear_data((LLInitialWearablesFetch::InitialWearableData*)userdata);
- const EWearableType type = wear_data->mType;
- U32 index = 0;
-
- LLVOAvatarSelf* avatar = gAgent.getAvatarObject();
- if (!avatar)
- {
- return;
- }
-
- if (wearable)
- {
- llassert(type == wearable->getType());
- wearable->setItemID(wear_data->mItemID);
- index = gAgentWearables.pushWearable(type, wearable);
- gAgentWearables.mItemsAwaitingWearableUpdate.erase(wear_data->mItemID);
-
- // disable composites if initial textures are baked
- avatar->setupComposites();
-
- avatar->setCompositeUpdatesEnabled(TRUE);
- gInventory.addChangedMask(LLInventoryObserver::LABEL, wearable->getItemID());
- }
- else
- {
- // Somehow the asset doesn't exist in the database.
- gAgentWearables.recoverMissingWearable(type,index);
- }
-
-
- gInventory.notifyObservers();
-
- // Have all the wearables that the avatar was wearing at log-in arrived?
- // MULTI-WEARABLE: update when multiple wearables can arrive per type.
-
- gAgentWearables.updateWearablesLoaded();
- if (gAgentWearables.areWearablesLoaded())
- {
-
- // Can't query cache until all wearables have arrived, so calling this earlier is a no-op.
- gAgentWearables.queryWearableCache();
-
- // Make sure that the server's idea of the avatar's wearables actually match the wearables.
- gAgent.sendAgentSetAppearance();
-
- // Check to see if there are any baked textures that we hadn't uploaded before we logged off last time.
- // If there are any, schedule them to be uploaded as soon as the layer textures they depend on arrive.
- if (gAgent.cameraCustomizeAvatar())
- {
- avatar->requestLayerSetUploads();
- }
- }
-}
-
// Normally, all wearables referred to "AgentWearablesUpdate" will correspond to actual assets in the
// database. If for some reason, we can't load one of those assets, we can try to reconstruct it so that
// the user isn't left without a shape, for example. (We can do that only after the inventory has loaded.)
@@ -2666,16 +2606,7 @@ void LLInitialWearablesFetch::processWearablesMessage()
if (wearable_data->mAssetID.notNull())
{
-#ifdef USE_CURRENT_OUTFIT_FOLDER
ids.push_back(wearable_data->mItemID);
-#endif
-#if 0
-// // Fetch the wearables
-// LLWearableList::instance().getAsset(wearable_data->mAssetID,
-// LLStringUtil::null,
-// LLWearableDictionary::getAssetType(wearable_data->mType),
-// LLAgentWearables::onInitialWearableAssetArrived, (void*)(wearable_data));
-#endif
}
else
{