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authorTeravus Ovares2008-04-30 16:52:12 +0000
committerTeravus Ovares2008-04-30 16:52:12 +0000
commitb70da6ac1955ada29e1cb4dbe9aeb915735ec686 (patch)
tree68f6f5f3e7fe2b0fd9a8e0c9baf2dbfafeb90882 /OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs
parent* Deal with a situation where the new fields in the inventory store are null ... (diff)
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* Patch by Melanie. Implements proper objectflags on child objects. Thanks Melanie!
RE: 0001079: r4387. touch() event does not fire when touch script is in root prim and child prims are touched
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs8
1 files changed, 4 insertions, 4 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs
index 391d3f3..8390f64 100644
--- a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs
@@ -76,9 +76,9 @@ namespace OpenSim.Region.Environment.Scenes
76 SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); 76 SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
77 // Apply loadOffsets for load/import and move combinations 77 // Apply loadOffsets for load/import and move combinations
78 rootPart.GroupPosition = rootPart.AbsolutePosition + loadOffset; 78 rootPart.GroupPosition = rootPart.AbsolutePosition + loadOffset;
79 bool UsePhysics = (((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) > 0) && 79 bool UsePhysics = (((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Physics) > 0) &&
80 m_parentScene.m_physicalPrim); 80 m_parentScene.m_physicalPrim);
81 if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0) 81 if ((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Phantom) == 0)
82 { 82 {
83 rootPart.PhysActor = m_innerScene.PhysicsScene.AddPrimShape( 83 rootPart.PhysActor = m_innerScene.PhysicsScene.AddPrimShape(
84 rootPart.Name, 84 rootPart.Name,
@@ -186,9 +186,9 @@ namespace OpenSim.Region.Environment.Scenes
186 m_innerScene.AddEntityFromStorage(obj); 186 m_innerScene.AddEntityFromStorage(obj);
187 187
188 SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); 188 SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
189 bool UsePhysics = (((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) > 0) && 189 bool UsePhysics = (((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Physics) > 0) &&
190 m_parentScene.m_physicalPrim); 190 m_parentScene.m_physicalPrim);
191 if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0) 191 if ((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Phantom) == 0)
192 { 192 {
193 rootPart.PhysActor = m_innerScene.PhysicsScene.AddPrimShape( 193 rootPart.PhysActor = m_innerScene.PhysicsScene.AddPrimShape(
194 rootPart.Name, 194 rootPart.Name,