From 0563530bf8fba89ed0942ff3e8652aca79b476ad Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Sat, 15 Oct 2011 02:47:27 +0100 Subject: [PATCH] remove now redundant m_physical_prim flag from SOP.ApplyPhysics() --- .../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(-) diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 3a3a1667cb..22710a1f7f 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -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); diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 14648a1023..59a22ff998 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -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 diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 254c037af9..8f9526a319 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -1500,8 +1500,8 @@ 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) { 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()) {