From b6d83e9c0f4bd1d450e36270278285be50d5ace8 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 16 Nov 2011 23:01:59 +0000 Subject: Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId! Instead, just have both subclasses use the PhysicsActor.LocalID property. This restores collision functionality that fell away in 45c7789 yesterday --- OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 6 ------ 1 file changed, 6 deletions(-) (limited to 'OpenSim/Region/Physics/OdePlugin/ODECharacter.cs') diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index 3630510..c37d588 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -108,7 +108,6 @@ namespace OpenSim.Region.Physics.OdePlugin /// private Vector3 m_taintForce; - internal uint m_localID = 0; // taints and their non-tainted counterparts private bool m_isPhysical = false; // the current physical status private bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing) @@ -231,11 +230,6 @@ namespace OpenSim.Region.Physics.OdePlugin set { m_alwaysRun = value; } } - public override uint LocalID - { - set { m_localID = value; } - } - public override bool Grabbed { set { return; } -- cgit v1.1