* refactor: little tweaks to trigger another build

0.6.6-post-fixes
Justin Clarke Casey 2009-05-29 21:10:17 +00:00
parent 4aad6a07ff
commit 95643971be
1 changed files with 15 additions and 4 deletions

View File

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