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path: root/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
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Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs')
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs8
1 files changed, 6 insertions, 2 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
index e8ea604..b50e4cc 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
@@ -463,11 +463,15 @@ public abstract class BSPhysObject : PhysicsActor
463 bool ret = false; 463 bool ret = false;
464 464
465 // if 'collidee' is null, that means it is terrain 465 // if 'collidee' is null, that means it is terrain
466 uint collideeLocalID = (collidee == null) ? PhysScene.TerrainManager.HighestTerrainID : collidee.LocalID; 466 uint collideeLocalID = (collidee == null) ? BSScene.TERRAIN_ID : collidee.LocalID;
467 // All terrain goes by the TERRAIN_ID id when passed up as a collision
468 if (collideeLocalID <= PhysScene.TerrainManager.HighestTerrainID) {
469 collideeLocalID = BSScene.TERRAIN_ID;
470 }
467 471
468 // The following lines make IsColliding(), CollidingGround() and CollidingObj work 472 // The following lines make IsColliding(), CollidingGround() and CollidingObj work
469 CollidingStep = PhysScene.SimulationStep; 473 CollidingStep = PhysScene.SimulationStep;
470 if (collideeLocalID <= PhysScene.TerrainManager.HighestTerrainID) 474 if (collideeLocalID == BSScene.TERRAIN_ID)
471 { 475 {
472 CollidingGroundStep = PhysScene.SimulationStep; 476 CollidingGroundStep = PhysScene.SimulationStep;
473 } 477 }