remove redundant PhysActor.IsPhysical call from SOP.UpdatePrimFlags() as its done immediately afterwards in DoPhysicsPropertyUpdate()

0.7.2-post-fixes
Justin Clark-Casey (justincc) 2011-10-15 02:12:46 +01:00
parent 63a6bc93e4
commit f8deca7f2d
1 changed files with 0 additions and 4 deletions

View File

@ -4338,9 +4338,7 @@ namespace OpenSim.Region.Framework.Scenes
bool wasVD = VolumeDetectActive; bool wasVD = VolumeDetectActive;
if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
{
return; return;
}
// Special cases for VD. VD can only be called from a script // Special cases for VD. VD can only be called from a script
// and can't be combined with changes to other states. So we can rely // and can't be combined with changes to other states. So we can rely
@ -4454,8 +4452,6 @@ namespace OpenSim.Region.Framework.Scenes
} }
else // it already has a physical representation else // it already has a physical representation
{ {
PhysActor.IsPhysical = UsePhysics;
DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
if (!m_parentGroup.IsDeleted) if (!m_parentGroup.IsDeleted)