BulletSim: don't zero motion when changing vehicle type.

Some vehicle scripts change type on the fly as an easy way of setting
all the parameters (like a plane changing to a car when on the ground).
user_profiles
Robert Adams 2013-05-28 09:19:08 -07:00
parent 7c3a46ccea
commit ae0d6ab28a
1 changed files with 4 additions and 1 deletions

View File

@ -511,7 +511,10 @@ public class BSPrim : BSPhysObject
PhysScene.TaintedObject("setVehicleType", delegate() PhysScene.TaintedObject("setVehicleType", delegate()
{ {
ZeroMotion(true /* inTaintTime */); // Some vehicle scripts change vehicle type on the fly as an easy way to
// change all the parameters. Like a plane changing to CAR when on the
// ground. In this case, don't want to zero motion.
// ZeroMotion(true /* inTaintTime */);
VehicleActor.ProcessTypeChange(type); VehicleActor.ProcessTypeChange(type);
ActivateIfPhysical(false); ActivateIfPhysical(false);
}); });