diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index 32e81e2ea1..5e49a883b0 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs @@ -290,7 +290,6 @@ namespace OpenSim.Region.Physics.OdePlugin private readonly IntPtr contactgroup; - internal IntPtr LandGeom; internal IntPtr WaterGeom; private float nmTerrainContactFriction = 255.0f; @@ -1508,8 +1507,7 @@ namespace OpenSim.Region.Physics.OdePlugin { if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) - && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) - && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom) + && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f))) { if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f) { @@ -1538,7 +1536,7 @@ namespace OpenSim.Region.Physics.OdePlugin //d.GeomGetAABB(contactGeom.g2, out aabb2); //d.GeomGetAABB(contactGeom.g1, out aabb1); //aabb1. - if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom) + if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f))) { if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z) {