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path: root/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs13
1 files changed, 7 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index a41eaf8..fc4545f 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -103,9 +103,10 @@ public abstract class BSPhysObject : PhysicsActor
103 CollisionsLastTickStep = -1; 103 CollisionsLastTickStep = -1;
104 104
105 SubscribedEventsMs = 0; 105 SubscribedEventsMs = 0;
106 CollidingStep = 0; 106 // Crazy values that will never be true
107 CollidingGroundStep = 0; 107 CollidingStep = BSScene.NotASimulationStep;
108 CollisionAccumulation = 0; 108 CollidingGroundStep = BSScene.NotASimulationStep;
109 CollisionAccumulation = BSScene.NotASimulationStep;
109 ColliderIsMoving = false; 110 ColliderIsMoving = false;
110 CollisionScore = 0; 111 CollisionScore = 0;
111 112
@@ -349,7 +350,7 @@ public abstract class BSPhysObject : PhysicsActor
349 if (value) 350 if (value)
350 CollidingStep = PhysScene.SimulationStep; 351 CollidingStep = PhysScene.SimulationStep;
351 else 352 else
352 CollidingStep = 0; 353 CollidingStep = BSScene.NotASimulationStep;
353 } 354 }
354 } 355 }
355 public override bool CollidingGround { 356 public override bool CollidingGround {
@@ -359,7 +360,7 @@ public abstract class BSPhysObject : PhysicsActor
359 if (value) 360 if (value)
360 CollidingGroundStep = PhysScene.SimulationStep; 361 CollidingGroundStep = PhysScene.SimulationStep;
361 else 362 else
362 CollidingGroundStep = 0; 363 CollidingGroundStep = BSScene.NotASimulationStep;
363 } 364 }
364 } 365 }
365 public override bool CollidingObj { 366 public override bool CollidingObj {
@@ -368,7 +369,7 @@ public abstract class BSPhysObject : PhysicsActor
368 if (value) 369 if (value)
369 CollidingObjectStep = PhysScene.SimulationStep; 370 CollidingObjectStep = PhysScene.SimulationStep;
370 else 371 else
371 CollidingObjectStep = 0; 372 CollidingObjectStep = BSScene.NotASimulationStep;
372 } 373 }
373 } 374 }
374 375