From c8f7cd60cd5e16b6917c0b67358bee4eb04716d1 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Thu, 21 Jun 2012 19:05:36 +0100 Subject: fix turning off phanton always decreasing number of physical parts --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 56 +++++++++++----------- 1 file changed, 28 insertions(+), 28 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 8e74dc8..a48605d 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -4496,7 +4496,8 @@ namespace OpenSim.Region.Framework.Scenes { if (pa != null) { - ParentGroup.Scene.RemovePhysicalPrim(1); + if(wasUsingPhysics) + ParentGroup.Scene.RemovePhysicalPrim(1); RemoveFromPhysics(); } @@ -4513,38 +4514,37 @@ namespace OpenSim.Region.Framework.Scenes { AddToPhysics(UsePhysics, SetPhantom, building, false); pa = PhysActor; - /* - if (pa != null) - { - if ( - // ((AggregateScriptEvents & scriptEvents.collision) != 0) || - // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || - // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || - // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || - // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || - // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || - ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || - ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || - (CollisionSound != UUID.Zero) - ) - { - pa.OnCollisionUpdate += PhysicsCollision; - pa.SubscribeEvents(1000); - } - } - */ +/* + if (pa != null) + { + if ( +// ((AggregateScriptEvents & scriptEvents.collision) != 0) || +// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || +// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || +// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || +// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || +// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || + ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || + ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || + (CollisionSound != UUID.Zero) + ) + { + pa.OnCollisionUpdate += PhysicsCollision; + pa.SubscribeEvents(1000); + } + } +*/ } else // it already has a physical representation { DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. - /* moved into DoPhysicsPropertyUpdate - if(VolumeDetectActive) - pa.SetVolumeDetect(1); - else - pa.SetVolumeDetect(0); - */ - +/* moved into DoPhysicsPropertyUpdate + if(VolumeDetectActive) + pa.SetVolumeDetect(1); + else + pa.SetVolumeDetect(0); +*/ if (pa.Building != building) pa.Building = building; -- cgit v1.1