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authorlbsa712007-11-29 15:27:57 +0000
committerlbsa712007-11-29 15:27:57 +0000
commit7704bb6f63f608df79fee2c3dcea7d5deabeee17 (patch)
tree63ece08049e04720639f1396d8d7ca6597e5089a /OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs
parent* Thanks to _SomeOne_, Server side permissions on object editing. Be aware, ... (diff)
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* Fixed neighbour range bug
* Various refactorings
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs
index 5c460be..e9c0124 100644
--- a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs
@@ -1,4 +1,4 @@
1using System; 1using System;
2using System.Collections.Generic; 2using System.Collections.Generic;
3using System.Text; 3using System.Text;
4using System.Xml; 4using System.Xml;
@@ -47,7 +47,7 @@ namespace OpenSim.Region.Environment.Scenes
47 bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim); 47 bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim);
48 if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) 48 if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0)
49 { 49 {
50 rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape( 50 rootPart.PhysActor = m_innerScene.PhysicsScene.AddPrimShape(
51 rootPart.Name, 51 rootPart.Name,
52 rootPart.Shape, 52 rootPart.Shape,
53 new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y, 53 new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y,
@@ -117,7 +117,7 @@ namespace OpenSim.Region.Environment.Scenes
117 bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim); 117 bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim);
118 if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) 118 if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0)
119 { 119 {
120 rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape( 120 rootPart.PhysActor = m_innerScene.PhysicsScene.AddPrimShape(
121 rootPart.Name, 121 rootPart.Name,
122 rootPart.Shape, 122 rootPart.Shape,
123 new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y, 123 new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y,