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author | Teravus Ovares | 2008-04-30 16:52:12 +0000 |
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committer | Teravus Ovares | 2008-04-30 16:52:12 +0000 |
commit | b70da6ac1955ada29e1cb4dbe9aeb915735ec686 (patch) | |
tree | 68f6f5f3e7fe2b0fd9a8e0c9baf2dbfafeb90882 /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 'OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs | 8 |
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, |