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authorJustin Clark-Casey (justincc)2010-08-13 20:23:53 +0100
committerJustin Clark-Casey (justincc)2010-08-13 20:23:53 +0100
commit39a748b47a5eb8020f167287c84a91bee0881cca (patch)
tree2733d3111fd652549a6447b4c991c3f5e7664986 /OpenSim/Region/Framework/Scenes/Scene.cs
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refactor: Use SOP.Flags rather than SOP.ObjectFlags
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 0eb28f4..afdb95b 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1897,7 +1897,7 @@ namespace OpenSim.Region.Framework.Scenes
1897 1897
1898 AddRestoredSceneObject(group, true, true); 1898 AddRestoredSceneObject(group, true, true);
1899 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 1899 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
1900 rootPart.ObjectFlags &= ~(uint)PrimFlags.Scripted; 1900 rootPart.Flags &= ~PrimFlags.Scripted;
1901 rootPart.TrimPermissions(); 1901 rootPart.TrimPermissions();
1902 group.CheckSculptAndLoad(); 1902 group.CheckSculptAndLoad();
1903 //rootPart.DoPhysicsPropertyUpdate(UsePhysics, true); 1903 //rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
@@ -2184,7 +2184,7 @@ namespace OpenSim.Region.Framework.Scenes
2184 2184
2185 foreach (SceneObjectPart part in group.Children.Values) 2185 foreach (SceneObjectPart part in group.Children.Values)
2186 { 2186 {
2187 if (part.IsJoint() && ((part.ObjectFlags&(uint)PrimFlags.Physics) != 0)) 2187 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
2188 { 2188 {
2189 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? 2189 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
2190 } 2190 }
@@ -4852,7 +4852,7 @@ namespace OpenSim.Region.Framework.Scenes
4852 } 4852 }
4853 4853
4854 // turn the proxy non-physical, which also stops its client-side interpolation 4854 // turn the proxy non-physical, which also stops its client-side interpolation
4855 bool wasUsingPhysics = ((jointProxyObject.ObjectFlags & (uint)PrimFlags.Physics) != 0); 4855 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4856 if (wasUsingPhysics) 4856 if (wasUsingPhysics)
4857 { 4857 {
4858 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 4858 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock