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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 227696e..5911897 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -149,7 +149,7 @@ public sealed class BSPrim : PhysicsActor
149 { 149 {
150 // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); 150 // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
151 // Undo any vehicle properties 151 // Undo any vehicle properties
152 _vehicle.ProcessTypeChange(Vehicle.TYPE_NONE, 1f); 152 _vehicle.ProcessTypeChange(Vehicle.TYPE_NONE);
153 _scene.RemoveVehiclePrim(this); // just to make sure 153 _scene.RemoveVehiclePrim(this); // just to make sure
154 154
155 // undo any dependance with/on other objects 155 // undo any dependance with/on other objects
@@ -354,7 +354,7 @@ public sealed class BSPrim : PhysicsActor
354 } 354 }
355 set { 355 set {
356 Vehicle type = (Vehicle)value; 356 Vehicle type = (Vehicle)value;
357 _vehicle.ProcessTypeChange(type, _scene.LastSimulatedTimestep); 357 _vehicle.ProcessTypeChange(type);
358 _scene.TaintedObject(delegate() 358 _scene.TaintedObject(delegate()
359 { 359 {
360 if (type == Vehicle.TYPE_NONE) 360 if (type == Vehicle.TYPE_NONE)
@@ -389,7 +389,7 @@ public sealed class BSPrim : PhysicsActor
389 // Called each simulation step to advance vehicle characteristics 389 // Called each simulation step to advance vehicle characteristics
390 public void StepVehicle(float timeStep) 390 public void StepVehicle(float timeStep)
391 { 391 {
392 _vehicle.Step(timeStep, _scene); 392 _vehicle.Step(timeStep);
393 } 393 }
394 394
395 // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more 395 // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more