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author | Melanie | 2012-03-06 20:20:12 +0100 |
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committer | Melanie | 2012-03-06 20:20:12 +0100 |
commit | 17b1454d6f3b45618b1007c85fe97242284aff3c (patch) | |
tree | 6024086519989cb2f2b2d202ffc73d9d956e72cb | |
parent | Removed some whitespace errors - don't be naughty, don't use hard tabs! (diff) | |
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Null PhysActor on SOP.Copy() to prevent clobbering the original one
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index b132a19..9c06786 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -1691,10 +1691,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1691 | if (userExposed) | 1691 | if (userExposed) |
1692 | dupe.UUID = UUID.Random(); | 1692 | dupe.UUID = UUID.Random(); |
1693 | 1693 | ||
1694 | //memberwiseclone means it also clones the physics actor reference | 1694 | // The PhysActor cannot be valid on a copy because the copy is not in the scene yet. |
1695 | // This will make physical prim 'bounce' if not set to null. | 1695 | // Null it, the caller has to create a new one once the object is added to a scene |
1696 | if (!userExposed) | 1696 | dupe.PhysActor = null; |
1697 | dupe.PhysActor = null; | ||
1698 | 1697 | ||
1699 | dupe.OwnerID = AgentID; | 1698 | dupe.OwnerID = AgentID; |
1700 | dupe.GroupID = GroupID; | 1699 | dupe.GroupID = GroupID; |