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)
{