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path: root/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs7
1 files changed, 3 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 8dca7c6..1f186c3 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -443,6 +443,7 @@ public sealed class BSCharacter : BSPhysObject
443 PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() 443 PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate()
444 { 444 {
445 DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); 445 DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
446 PositionSanityCheck();
446 ForcePosition = _position; 447 ForcePosition = _position;
447 }); 448 });
448 } 449 }
@@ -456,7 +457,6 @@ public sealed class BSCharacter : BSPhysObject
456 _position = value; 457 _position = value;
457 if (PhysBody.HasPhysicalBody) 458 if (PhysBody.HasPhysicalBody)
458 { 459 {
459 PositionSanityCheck();
460 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); 460 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
461 } 461 }
462 } 462 }
@@ -512,9 +512,8 @@ public sealed class BSCharacter : BSPhysObject
512 // just assign to "Position" because of potential call loops. 512 // just assign to "Position" because of potential call loops.
513 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() 513 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate()
514 { 514 {
515 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); 515 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
516 if (PhysBody.HasPhysicalBody) 516 ForcePosition = _position;
517 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
518 }); 517 });
519 ret = true; 518 ret = true;
520 } 519 }