diff --git a/OpenSim/Region/Framework/Scenes/EntityBase.cs b/OpenSim/Region/Framework/Scenes/EntityBase.cs index 320b904ff4..680a4a3214 100644 --- a/OpenSim/Region/Framework/Scenes/EntityBase.cs +++ b/OpenSim/Region/Framework/Scenes/EntityBase.cs @@ -114,11 +114,6 @@ namespace OpenSim.Region.Framework.Scenes m_name = "(basic entity)"; } - /// - /// - /// - public abstract void UpdateMovement(); - /// /// Performs any updates that need to be done at each frame, as opposed to immediately. /// These included scheduled updates and updates that occur due to physics processing. diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 234eb7d2ea..d983d7f79d 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1005,13 +1005,6 @@ namespace OpenSim.Region.Framework.Scenes part.ClearUndoState(); } - public override void UpdateMovement() - { - SceneObjectPart[] parts = m_parts.GetArray(); - for (int i = 0; i < parts.Length; i++) - parts[i].UpdateMovement(); - } - public ushort GetTimeDilation() { return Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f); diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index d631c12bfc..6fa82b8a88 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -4189,10 +4189,6 @@ namespace OpenSim.Region.Framework.Scenes } } - public virtual void UpdateMovement() - { - } - /// /// /// diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 5b02c3bfc0..b3e04be98d 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3313,7 +3313,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// Handles part of the PID controller function for moving an avatar. /// - public override void UpdateMovement() + public void UpdateMovement() { if (m_forceToApply.HasValue) {