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refactor: Use SOP.Flags rather than SOP.ObjectFlags
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@@ -1897,7 +1897,7 @@ namespace OpenSim.Region.Framework.Scenes
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AddRestoredSceneObject(group, true, true);
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SceneObjectPart rootPart = group.GetChildPart(group.UUID);
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rootPart.ObjectFlags &= ~(uint)PrimFlags.Scripted;
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rootPart.Flags &= ~PrimFlags.Scripted;
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rootPart.TrimPermissions();
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group.CheckSculptAndLoad();
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//rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
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@@ -2184,7 +2184,7 @@ namespace OpenSim.Region.Framework.Scenes
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foreach (SceneObjectPart part in group.Children.Values)
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{
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if (part.IsJoint() && ((part.ObjectFlags&(uint)PrimFlags.Physics) != 0))
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if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
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{
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PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
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}
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@@ -4852,7 +4852,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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// turn the proxy non-physical, which also stops its client-side interpolation
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bool wasUsingPhysics = ((jointProxyObject.ObjectFlags & (uint)PrimFlags.Physics) != 0);
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bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
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if (wasUsingPhysics)
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{
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jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
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