From 5ddefc256468e4b394d82a2c4bc69fe28c4b59ea Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 15 Oct 2011 02:47:27 +0100 Subject: remove now redundant m_physical_prim flag from SOP.ApplyPhysics() --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index d983d7f..2d6d4ec 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1251,7 +1251,7 @@ namespace OpenSim.Region.Framework.Scenes public void ApplyPhysics(bool m_physicalPrim) { // Apply physics to the root prim - m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); + m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive); // Apply physics to child prims SceneObjectPart[] parts = m_parts.GetArray(); @@ -1261,7 +1261,7 @@ namespace OpenSim.Region.Framework.Scenes { SceneObjectPart part = parts[i]; if (part.LocalId != m_rootPart.LocalId) - part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim); + part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); } // Hack to get the physics scene geometries in the right spot -- cgit v1.1