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author | lbsa71 | 2007-11-29 15:27:57 +0000 |
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committer | lbsa71 | 2007-11-29 15:27:57 +0000 |
commit | 7704bb6f63f608df79fee2c3dcea7d5deabeee17 (patch) | |
tree | 63ece08049e04720639f1396d8d7ca6597e5089a /OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs | |
parent | * Thanks to _SomeOne_, Server side permissions on object editing. Be aware, ... (diff) | |
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* Fixed neighbour range bug
* Various refactorings
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs index 5c460be..e9c0124 100644 --- a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs +++ b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs | |||
@@ -1,4 +1,4 @@ | |||
1 | using System; | 1 | using System; |
2 | using System.Collections.Generic; | 2 | using System.Collections.Generic; |
3 | using System.Text; | 3 | using System.Text; |
4 | using System.Xml; | 4 | using System.Xml; |
@@ -47,7 +47,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
47 | bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim); | 47 | bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim); |
48 | if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) | 48 | if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) |
49 | { | 49 | { |
50 | rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape( | 50 | rootPart.PhysActor = m_innerScene.PhysicsScene.AddPrimShape( |
51 | rootPart.Name, | 51 | rootPart.Name, |
52 | rootPart.Shape, | 52 | rootPart.Shape, |
53 | new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y, | 53 | new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y, |
@@ -117,7 +117,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
117 | bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim); | 117 | bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim); |
118 | if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) | 118 | if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) |
119 | { | 119 | { |
120 | rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape( | 120 | rootPart.PhysActor = m_innerScene.PhysicsScene.AddPrimShape( |
121 | rootPart.Name, | 121 | rootPart.Name, |
122 | rootPart.Shape, | 122 | rootPart.Shape, |
123 | new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y, | 123 | new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y, |