From b05cb3b2bfd6f3912fb33a790b7c2d1ed898d539 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 9 Sep 2013 14:47:49 -0700 Subject: [PATCH] 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. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 9 +++------ 1 file changed, 3 insertions(+), 6 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index c9ff4f3c6d..2e11162a4b 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -2464,12 +2464,9 @@ namespace OpenSim.Region.Framework.Scenes SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); if (startedColliders.Contains(0)) - { - if (m_lastColliders.Contains(0)) - SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); - else - SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart); - } + SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart); + if (m_lastColliders.Contains(0)) + SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); if (endedColliders.Contains(0)) SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); }