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Stop prims that get non-physical. Fixes Mantis#2859.
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@@ -1450,6 +1450,13 @@ if (m_shape != null) {
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}
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}
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}
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if (!UsePhysics)
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{
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// reset velocity to 0. Without that, the client thinks the prim still has velocity and
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// continues to interpolate its position along the old velocity-vector.
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Velocity = new Vector3(0, 0, 0);
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}
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}
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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}
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