Get rid of OdeCharacter != null checks since OdeScene._characters can never contain a null character.
Ignoring the ancient code glyphs not to do this....0.7.2-post-fixes
parent
1edfe05c16
commit
0cf5c0837b
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@ -1535,12 +1535,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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// Reset the collision values to false
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// since we don't know if we're colliding yet
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// For some reason this can happen. Don't ask...
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//
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if (chr == null)
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continue;
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if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
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continue;
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@ -2058,7 +2052,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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//m_log.Debug("RemoveAllJointsConnectedToActor: start");
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if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
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{
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List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
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//TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism)
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foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
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@ -2787,10 +2780,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
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// Move characters
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foreach (OdeCharacter actor in _characters)
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{
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if (actor != null)
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actor.Move(defects);
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}
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actor.Move(defects);
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if (defects.Count != 0)
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{
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@ -2859,13 +2849,10 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
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foreach (OdeCharacter actor in _characters)
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{
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if (actor != null)
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{
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if (actor.bad)
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m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
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if (actor.bad)
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m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
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actor.UpdatePositionAndVelocity(defects);
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}
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actor.UpdatePositionAndVelocity(defects);
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}
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if (defects.Count != 0)
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