From 5ddefc256468e4b394d82a2c4bc69fe28c4b59ea Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Sat, 15 Oct 2011 02:47:27 +0100
Subject: remove now redundant m_physical_prim flag from SOP.ApplyPhysics()
---
.../Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs | 2 +-
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 4 ++--
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 8 ++++----
3 files changed, 7 insertions(+), 7 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 01f4808..de99b94 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -367,7 +367,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
so.AttachedAvatar = UUID.Zero;
rootPart.SetParentLocalId(0);
so.ClearPartAttachmentData();
- rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive, m_scene.m_physicalPrim);
+ rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive);
so.HasGroupChanged = true;
rootPart.Rezzed = DateTime.Now;
rootPart.RemFlag(PrimFlags.TemporaryOnRez);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index d983d7f..2d6d4ec 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1251,7 +1251,7 @@ namespace OpenSim.Region.Framework.Scenes
public void ApplyPhysics(bool m_physicalPrim)
{
// Apply physics to the root prim
- m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
+ m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
// Apply physics to child prims
SceneObjectPart[] parts = m_parts.GetArray();
@@ -1261,7 +1261,7 @@ namespace OpenSim.Region.Framework.Scenes
{
SceneObjectPart part = parts[i];
if (part.LocalId != m_rootPart.LocalId)
- part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
+ part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive);
}
// Hack to get the physics scene geometries in the right spot
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 8ad35d3..b4a178e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1548,15 +1548,15 @@ namespace OpenSim.Region.Framework.Scenes
/// Apply physics to this part.
///
///
- ///
- public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool m_physicalPrim)
+ ///
+ public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive)
{
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}",
// Name, LocalId, UUID, m_physicalPrim);
- bool isPhysical = (((rootObjectFlags & (uint) PrimFlags.Physics) != 0) && m_physicalPrim);
- bool isPhantom = ((rootObjectFlags & (uint) PrimFlags.Phantom) != 0);
+ bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0;
+ bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0;
if (IsJoint())
{
--
cgit v1.1