remove now redundant m_physical_prim flag from SOP.ApplyPhysics()

0.7.2-post-fixes
Justin Clark-Casey (justincc) 2011-10-15 02:47:27 +01:00
parent 2135b89c07
commit 0563530bf8
3 changed files with 7 additions and 7 deletions

View File

@ -615,7 +615,7 @@ 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);

View File

@ -1258,7 +1258,7 @@ 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();
@ -1268,7 +1268,7 @@ 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

View File

@ -1500,8 +1500,8 @@ namespace OpenSim.Region.Framework.Scenes
/// Apply physics to this part.
/// </summary>
/// <param name="rootObjectFlags"></param>
/// <param name="m_physicalPrim"></param>
public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool m_physicalPrim)
/// <param name="VolumeDetectActive"></param>
public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive)
{
if (!ParentGroup.Scene.CollidablePrims)
return;
@ -1510,8 +1510,8 @@ namespace OpenSim.Region.Framework.Scenes
// "[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())
{