diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 0462866293..e9bab66320 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -883,15 +883,14 @@ namespace OpenSim.Region.Physics.OdePlugin
/// Called from Simulate
/// This is the avatar's movement control + PID Controller
///
- ///
///
/// If there is something wrong with the character (e.g. its position is non-finite)
/// then it is added to this list. The ODE structures associated with it are also destroyed.
///
- public void Move(float timeStep, List defects)
+ internal void Move(List defects)
{
// no lock; for now it's only called from within Simulate()
-
+
// If the PID Controller isn't active then we set our force
// calculating base velocity to the current position
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
index 32d6481b46..a56a292645 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
@@ -1473,8 +1473,7 @@ namespace OpenSim.Region.Physics.OdePlugin
///
/// This is our collision testing routine in ODE
///
- ///
- private void collision_optimized(float timeStep)
+ private void collision_optimized()
{
_perloopContact.Clear();
@@ -2692,12 +2691,6 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
while (step_time > 0.0f)
{
- //lock (ode)
- //{
- //if (!ode.lockquery())
- //{
- // ode.dlock(world);
-
try
{
// Insert, remove Characters
@@ -2766,7 +2759,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
foreach (OdeCharacter actor in _characters)
{
if (actor != null)
- actor.Move(timeStep, defects);
+ actor.Move(defects);
}
if (0 != defects.Count)
{
@@ -2793,7 +2786,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
//int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
m_rayCastManager.ProcessQueuedRequests();
- collision_optimized(timeStep);
+ collision_optimized();
lock (_collisionEventPrim)
{