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Diffstat (limited to 'OpenSim/Region/Environment/Scenes/Entity.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/Entity.cs26
1 files changed, 13 insertions, 13 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Entity.cs b/OpenSim/Region/Environment/Scenes/Entity.cs
index b67e816..49802ac 100644
--- a/OpenSim/Region/Environment/Scenes/Entity.cs
+++ b/OpenSim/Region/Environment/Scenes/Entity.cs
@@ -33,7 +33,7 @@ namespace OpenSim.Region.Environment.Scenes
33{ 33{
34 public abstract class Entity : EntityBase //this class (Entity) will be phased out 34 public abstract class Entity : EntityBase //this class (Entity) will be phased out
35 { 35 {
36 protected PhysicsActor _physActor; 36 protected PhysicsActor m_physicsActor;
37 37
38 /// <summary> 38 /// <summary>
39 /// 39 ///
@@ -42,24 +42,24 @@ namespace OpenSim.Region.Environment.Scenes
42 { 42 {
43 get 43 get
44 { 44 {
45 if (_physActor != null) 45 if (m_physicsActor != null)
46 { 46 {
47 m_pos.X = _physActor.Position.X; 47 m_pos.X = m_physicsActor.Position.X;
48 m_pos.Y = _physActor.Position.Y; 48 m_pos.Y = m_physicsActor.Position.Y;
49 m_pos.Z = _physActor.Position.Z; 49 m_pos.Z = m_physicsActor.Position.Z;
50 } 50 }
51 51
52 return m_pos; 52 return m_pos;
53 } 53 }
54 set 54 set
55 { 55 {
56 if (_physActor != null) 56 if (m_physicsActor != null)
57 { 57 {
58 try 58 try
59 { 59 {
60 lock (m_scene.SyncRoot) 60 lock (m_scene.SyncRoot)
61 { 61 {
62 _physActor.Position = new PhysicsVector(value.X, value.Y, value.Z); 62 m_physicsActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
63 } 63 }
64 } 64 }
65 catch (Exception e) 65 catch (Exception e)
@@ -80,24 +80,24 @@ namespace OpenSim.Region.Environment.Scenes
80 { 80 {
81 get 81 get
82 { 82 {
83 if (_physActor != null) 83 if (m_physicsActor != null)
84 { 84 {
85 m_velocity.X = _physActor.Velocity.X; 85 m_velocity.X = m_physicsActor.Velocity.X;
86 m_velocity.Y = _physActor.Velocity.Y; 86 m_velocity.Y = m_physicsActor.Velocity.Y;
87 m_velocity.Z = _physActor.Velocity.Z; 87 m_velocity.Z = m_physicsActor.Velocity.Z;
88 } 88 }
89 89
90 return m_velocity; 90 return m_velocity;
91 } 91 }
92 set 92 set
93 { 93 {
94 if (_physActor != null) 94 if (m_physicsActor != null)
95 { 95 {
96 try 96 try
97 { 97 {
98 lock (m_scene.SyncRoot) 98 lock (m_scene.SyncRoot)
99 { 99 {
100 _physActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z); 100 m_physicsActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
101 } 101 }
102 } 102 }
103 catch (Exception e) 103 catch (Exception e)