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author | Robert Adams | 2013-04-07 14:05:35 -0700 |
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committer | Robert Adams | 2013-04-08 06:27:44 -0700 |
commit | a7a1b8b7e9269b446e3396a35153b00942c1e35b (patch) | |
tree | df4c7041eb9a2819dd6e17aa2f95768a552f31e3 /OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs | |
parent | BulletSim: complete movement of physical object action code out of the (diff) | |
download | opensim-SC-a7a1b8b7e9269b446e3396a35153b00942c1e35b.zip opensim-SC-a7a1b8b7e9269b446e3396a35153b00942c1e35b.tar.gz opensim-SC-a7a1b8b7e9269b446e3396a35153b00942c1e35b.tar.bz2 opensim-SC-a7a1b8b7e9269b446e3396a35153b00942c1e35b.tar.xz |
BulletSim: clean up actor code so routines use the same coding pattern.
Fix a few enabling problems.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs index 8dd3700..e8310df 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs | |||
@@ -67,12 +67,10 @@ public class BSActorHover : BSActor | |||
67 | { | 67 | { |
68 | m_physicsScene.DetailLog("{0},BSActorHover,refresh", m_controllingPrim.LocalID); | 68 | m_physicsScene.DetailLog("{0},BSActorHover,refresh", m_controllingPrim.LocalID); |
69 | 69 | ||
70 | // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) | 70 | // If not active any more, turn me off |
71 | if (!m_controllingPrim.HoverActive) | 71 | if (!m_controllingPrim.HoverActive) |
72 | { | 72 | { |
73 | m_physicsScene.DetailLog("{0},BSActorHover,refresh,notHovering,removing={1}", m_controllingPrim.LocalID, ActorName); | 73 | SetEnabled(false); |
74 | m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); | ||
75 | return; | ||
76 | } | 74 | } |
77 | 75 | ||
78 | // If the object is physically active, add the hoverer prestep action | 76 | // If the object is physically active, add the hoverer prestep action |