diff options
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs')
-rw-r--r-- | OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs index 55b5da0..563dcfa 100644 --- a/OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs | |||
@@ -203,15 +203,14 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
203 | // Called after a simulation step to post a collision with this object. | 203 | // Called after a simulation step to post a collision with this object. |
204 | // This returns 'true' if the collision has been queued and the SendCollisions call must | 204 | // This returns 'true' if the collision has been queued and the SendCollisions call must |
205 | // be made at the end of the simulation step. | 205 | // be made at the end of the simulation step. |
206 | public override bool Collide(uint collidingWith, BSPhysObject collidee, | 206 | public override bool Collide(BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
207 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | ||
208 | { | 207 | { |
209 | bool ret = false; | 208 | bool ret = false; |
210 | // Ask the linkset if it wants to handle the collision | 209 | // Ask the linkset if it wants to handle the collision |
211 | if (!Linkset.HandleCollide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth)) | 210 | if (!Linkset.HandleCollide(this, collidee, contactPoint, contactNormal, pentrationDepth)) |
212 | { | 211 | { |
213 | // The linkset didn't handle it so pass the collision through normal processing | 212 | // The linkset didn't handle it so pass the collision through normal processing |
214 | ret = base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth); | 213 | ret = base.Collide(collidee, contactPoint, contactNormal, pentrationDepth); |
215 | } | 214 | } |
216 | return ret; | 215 | return ret; |
217 | } | 216 | } |