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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index b093890..e7cb3e0 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -308,7 +308,7 @@ public abstract class BSPhysObject : PhysicsActor
308 PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() 308 PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
309 { 309 {
310 if (PhysBody.HasPhysicalBody) 310 if (PhysBody.HasPhysicalBody)
311 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 311 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
312 }); 312 });
313 } 313 }
314 else 314 else
@@ -324,7 +324,7 @@ public abstract class BSPhysObject : PhysicsActor
324 { 324 {
325 // Make sure there is a body there because sometimes destruction happens in an un-ideal order. 325 // Make sure there is a body there because sometimes destruction happens in an un-ideal order.
326 if (PhysBody.HasPhysicalBody) 326 if (PhysBody.HasPhysicalBody)
327 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 327 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
328 }); 328 });
329 } 329 }
330 // Return 'true' if the simulator wants collision events 330 // Return 'true' if the simulator wants collision events