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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.Inventory.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs14
1 files changed, 1 insertions, 13 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 7b88f4f..3c47873 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -2095,19 +2095,7 @@ namespace OpenSim.Region.Framework.Scenes
2095 sourcePart.Inventory.RemoveInventoryItem(item.ItemID); 2095 sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
2096 } 2096 }
2097 2097
2098 AddNewSceneObject(group, true); 2098 AddNewSceneObject(group, true, pos, rot, vel);
2099
2100 group.AbsolutePosition = pos;
2101 group.Velocity = vel;
2102
2103 if (rot != null)
2104 group.UpdateGroupRotationR((Quaternion)rot);
2105
2106 // TODO: This needs to be refactored with the similar code in
2107 // SceneGraph.AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
2108 // possibly by allowing this method to take a null rotation.
2109 if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
2110 group.RootPart.ApplyImpulse((vel * group.GetMass()), false);
2111 2099
2112 // We can only call this after adding the scene object, since the scene object references the scene 2100 // We can only call this after adding the scene object, since the scene object references the scene
2113 // to find out if scripts should be activated at all. 2101 // to find out if scripts should be activated at all.