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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs6
1 files changed, 4 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
index 5f232a4..68bc1b9 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
@@ -69,7 +69,9 @@ public class BSActorAvatarMove : BSActor
69 // BSActor.Dispose() 69 // BSActor.Dispose()
70 public override void Dispose() 70 public override void Dispose()
71 { 71 {
72 Enabled = false; 72 base.SetEnabled(false);
73 // Now that turned off, remove any state we have in the scene.
74 Refresh();
73 } 75 }
74 76
75 // Called when physical parameters (properties set in Bullet) need to be re-applied. 77 // Called when physical parameters (properties set in Bullet) need to be re-applied.
@@ -181,7 +183,7 @@ public class BSActorAvatarMove : BSActor
181 if (m_controllingPrim.IsColliding) 183 if (m_controllingPrim.IsColliding)
182 { 184 {
183 // If we are colliding with a stationary object, presume we're standing and don't move around 185 // If we are colliding with a stationary object, presume we're standing and don't move around
184 if (!m_controllingPrim.ColliderIsMoving) 186 if (!m_controllingPrim.ColliderIsMoving && !m_controllingPrim.ColliderIsVolumeDetect)
185 { 187 {
186 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID); 188 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID);
187 m_controllingPrim.IsStationary = true; 189 m_controllingPrim.IsStationary = true;