fix llVolumeDetect(FALSE) not working

LSLKeyTest
UbitUmarov 2016-08-16 01:50:06 +01:00
parent 57aac3d77e
commit 5dfb706bea
1 changed files with 5 additions and 53 deletions

View File

@ -4741,9 +4741,11 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
VolumeDetectActive = SetVD;
// volume detector implies phantom
// volume detector implies phantom we need to decouple this mess
if (VolumeDetectActive)
SetPhantom = true;
else if(wasVD)
SetPhantom = false;
if (UsePhysics)
AddFlag(PrimFlags.Physics);
@ -4760,7 +4762,6 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
else
RemFlag(PrimFlags.TemporaryOnRez);
if (ParentGroup.Scene == null)
return;
@ -4790,26 +4791,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
{
AddToPhysics(UsePhysics, SetPhantom, building, false);
pa = PhysActor;
/*
if (pa != null)
{
if (
// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
(CollisionSound != UUID.Zero)
)
{
pa.OnCollisionUpdate += PhysicsCollision;
pa.SubscribeEvents(1000);
}
}
*/
if (pa != null)
{
pa.SetMaterial(Material);
@ -4820,12 +4802,6 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
{
DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
/* moved into DoPhysicsPropertyUpdate
if(VolumeDetectActive)
pa.SetVolumeDetect(1);
else
pa.SetVolumeDetect(0);
*/
if (pa.Building != building)
pa.Building = building;
@ -4834,31 +4810,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
UpdatePhysicsSubscribedEvents();
}
}
if (SetVD)
{
// If the above logic worked (this is urgent candidate to unit tests!)
// we now have a physicsactor.
// Defensive programming calls for a check here.
// Better would be throwing an exception that could be catched by a unit test as the internal
// logic should make sure, this Physactor is always here.
if (pa != null)
{
pa.SetVolumeDetect(1);
AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
VolumeDetectActive = true;
}
// m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
}
else if (SetVD != wasVD)
{
// Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
// (mumbles, well, at least if you have infinte CPU powers :-))
if (pa != null)
pa.SetVolumeDetect(0);
RemFlag(PrimFlags.Phantom);
VolumeDetectActive = false;
}
// and last in case we have a new actor and not building
if (ParentGroup != null)