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authorRobert Adams2013-04-07 14:05:35 -0700
committerRobert Adams2013-04-08 06:27:44 -0700
commita7a1b8b7e9269b446e3396a35153b00942c1e35b (patch)
treedf4c7041eb9a2819dd6e17aa2f95768a552f31e3 /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
parentBulletSim: complete movement of physical object action code out of the (diff)
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BulletSim: clean up actor code so routines use the same coding pattern.
Fix a few enabling problems.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs3
1 files changed, 3 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 09c9b16..a0d58d3 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -160,6 +160,9 @@ public sealed class BSCharacter : BSPhysObject
160 // Make so capsule does not fall over 160 // Make so capsule does not fall over
161 PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero); 161 PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero);
162 162
163 // The avatar mover sets some parameters.
164 PhysicalActors.Refresh();
165
163 PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT); 166 PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT);
164 167
165 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); 168 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody);