* refactor: little tweaks to trigger another build
parent
4aad6a07ff
commit
95643971be
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@ -1877,8 +1877,10 @@ if (m_shape != null) {
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// always running this check because if the user deletes the object it would return a null reference.
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if (m_parentGroup == null)
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return;
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if (m_parentGroup.Scene == null)
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return;
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SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
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if (obj != null)
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{
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@ -1923,12 +1925,15 @@ if (m_shape != null) {
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// always running this check because if the user deletes the object it would return a null reference.
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if (m_parentGroup == null)
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return;
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if (m_parentGroup.Scene == null)
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return;
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m_parentGroup.Scene.EventManager.TriggerScriptCollidingStart(LocalId, StartCollidingMessage);
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}
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}
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}
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if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision) != 0)
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{
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if (m_lastColliders.Count > 0)
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@ -1943,8 +1948,10 @@ if (m_shape != null) {
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if (m_parentGroup == null)
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return;
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if (m_parentGroup.Scene == null)
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return;
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SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
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if (obj != null)
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{
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@ -1990,13 +1997,15 @@ if (m_shape != null) {
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// always running this check because if the user deletes the object it would return a null reference.
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if (m_parentGroup == null)
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return;
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if (m_parentGroup.Scene == null)
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return;
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m_parentGroup.Scene.EventManager.TriggerScriptColliding(LocalId, CollidingMessage);
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}
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}
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}
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if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision_end) != 0)
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{
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if (endedColliders.Count > 0)
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@ -2048,28 +2057,30 @@ if (m_shape != null) {
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colliding.Add(detobj);
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}
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}
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}
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}
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}
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if (colliding.Count > 0)
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{
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EndCollidingMessage.Colliders = colliding;
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// always running this check because if the user deletes the object it would return a null reference.
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if (m_parentGroup == null)
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return;
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if (m_parentGroup.Scene == null)
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return;
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m_parentGroup.Scene.EventManager.TriggerScriptCollidingEnd(LocalId, EndCollidingMessage);
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}
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}
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}
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}
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public void PhysicsOutOfBounds(PhysicsVector pos)
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{
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m_log.Info("[PHYSICS]: Physical Object went out of bounds.");
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m_log.Error("[PHYSICS]: Physical Object went out of bounds.");
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RemFlag(PrimFlags.Physics);
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DoPhysicsPropertyUpdate(false, true);
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//m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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