diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index af67407629..afa8de5870 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -70,7 +70,6 @@ namespace OpenSim.Region.Physics.OdePlugin
private Vector3 _position;
private d.Vector3 _zeroPosition;
- // private d.Matrix3 m_StandUpRotation;
private bool _zeroFlag = false;
private bool m_lastUpdateSent = false;
private Vector3 _velocity;
@@ -554,8 +553,6 @@ namespace OpenSim.Region.Physics.OdePlugin
// place that is safe to call this routine AvatarGeomAndBodyCreation.
private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
{
- //CAPSULE_LENGTH = -5;
- //CAPSULE_RADIUS = -5;
int dAMotorEuler = 1;
// _parent_scene.waitForSpaceUnlock(_parent_scene.space);
if (CAPSULE_LENGTH <= 0)
@@ -831,7 +828,6 @@ namespace OpenSim.Region.Physics.OdePlugin
m_taintForce += force;
_parent_scene.AddPhysicsActorTaint(this);
- //doForce(force);
// If uncommented, things get pushed off world
//
// m_log.Debug("Push!");
@@ -856,15 +852,6 @@ namespace OpenSim.Region.Physics.OdePlugin
{
}
- ///
- /// After all of the forces add up with 'add force' we apply them with doForce
- ///
- ///
- public void doForce(Vector3 force)
- {
- d.BodyAddForce(Body, force.X, force.Y, force.Z);
- }
-
public override void SetMomentum(Vector3 momentum)
{
}
@@ -1030,7 +1017,8 @@ namespace OpenSim.Region.Physics.OdePlugin
if (vec.IsFinite())
{
- doForce(vec);
+ // Apply the total force acting on this avatar
+ d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
if (!_zeroFlag)
AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
@@ -1258,7 +1246,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// FIXME: This is not a good solution since it's subject to a race condition if a force is another
// thread sets a new force while we're in this loop (since it could be obliterated by
// m_taintForce = Vector3.Zero. Need to lock ProcessTaints() when we set a new tainted force.
- doForce(m_taintForce);
+ d.BodyAddForce(Body, m_taintForce.X, m_taintForce.Y, m_taintForce.Z);
}
m_taintForce = Vector3.Zero;