Change collision logic in SceneObjectPart so land_collision will happen.

The previous logic would generate land_collision_start and land_collision_end
but would not generate the land_collision itself.
0.7.6-extended
Robert Adams 2013-09-09 14:47:49 -07:00 committed by Justin Clark-Casey (justincc)
parent e2b7d941b6
commit a9dcdae6a2
1 changed files with 3 additions and 6 deletions

View File

@ -2464,12 +2464,9 @@ namespace OpenSim.Region.Framework.Scenes
SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
if (startedColliders.Contains(0)) if (startedColliders.Contains(0))
{ SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
if (m_lastColliders.Contains(0)) if (m_lastColliders.Contains(0))
SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
else
SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
}
if (endedColliders.Contains(0)) if (endedColliders.Contains(0))
SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
} }