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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.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 4c195e1..21aa9be 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -165,8 +165,8 @@ public sealed class BSCharacter : BSPhysObject
165 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); 165 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr);
166 166
167 // Do this after the object has been added to the world 167 // Do this after the object has been added to the world
168 BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr, 168 BulletSimAPI.SetCollisionGroupMask2(PhysBody.ptr,
169 (uint)CollisionFilterGroups.AvatarFilter, 169 (uint)CollisionFilterGroups.AvatarGroup,
170 (uint)CollisionFilterGroups.AvatarMask); 170 (uint)CollisionFilterGroups.AvatarMask);
171 } 171 }
172 172
@@ -307,7 +307,7 @@ public sealed class BSCharacter : BSPhysObject
307 } 307 }
308 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) 308 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
309 { 309 {
310 float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position); 310 float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position);
311 if (Position.Z < waterHeight) 311 if (Position.Z < waterHeight)
312 { 312 {
313 _position.Z = waterHeight; 313 _position.Z = waterHeight;