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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.Inventory.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs14
1 files changed, 1 insertions, 13 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 431f3dc..0b92818 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -2145,19 +2145,7 @@ namespace OpenSim.Region.Framework.Scenes
2145 sourcePart.Inventory.RemoveInventoryItem(item.ItemID); 2145 sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
2146 } 2146 }
2147 2147
2148 AddNewSceneObject(group, true); 2148 AddNewSceneObject(group, true, pos, rot, vel);
2149
2150 group.AbsolutePosition = pos;
2151 group.Velocity = vel;
2152
2153 if (rot != null)
2154 group.UpdateGroupRotationR((Quaternion)rot);
2155
2156 // TODO: This needs to be refactored with the similar code in
2157 // SceneGraph.AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
2158 // possibly by allowing this method to take a null rotation.
2159 if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
2160 group.RootPart.ApplyImpulse((vel * group.GetMass()), false);
2161 2149
2162 // We can only call this after adding the scene object, since the scene object references the scene 2150 // We can only call this after adding the scene object, since the scene object references the scene
2163 // to find out if scripts should be activated at all. 2151 // to find out if scripts should be activated at all.