public void CheckSculptAndLoad()
{
foreach (SceneObjectPart part in m_partsList)
{
if (part.Shape == null)
continue;
if (!(RootPart.PhysicsType == (byte) PhysicsShapeType.None ||
part.PhysicsType == (byte) PhysicsShapeType.None ||
((part.Flags & PrimFlags.Phantom) == PrimFlags.Phantom &&
!part.VolumeDetectActive) ||
((RootPart.Flags & PrimFlags.Phantom) == PrimFlags.Phantom &&
!RootPart.VolumeDetectActive)))
{
if (part.Shape.SculptEntry && part.Shape.SculptTexture != UUID.Zero)
{
// If no sculpt data exists, we need to get the data
m_scene.AssetService.Get(part.Shape.SculptTexture.ToString(), true, part.AssetReceived);
//In the mean time...
//part.Shape.SculptEntry = false;
part.Shape.SculptData = new byte[0];
}
}
}
}