refactor: Use SOP.Flags rather than SOP.ObjectFlags

This commit is contained in:
Justin Clark-Casey (justincc)
2010-08-13 20:23:53 +01:00
parent c98c6a2930
commit 39a748b47a
9 changed files with 25 additions and 25 deletions

View File

@@ -1897,7 +1897,7 @@ namespace OpenSim.Region.Framework.Scenes
AddRestoredSceneObject(group, true, true);
SceneObjectPart rootPart = group.GetChildPart(group.UUID);
rootPart.ObjectFlags &= ~(uint)PrimFlags.Scripted;
rootPart.Flags &= ~PrimFlags.Scripted;
rootPart.TrimPermissions();
group.CheckSculptAndLoad();
//rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
@@ -2184,7 +2184,7 @@ namespace OpenSim.Region.Framework.Scenes
foreach (SceneObjectPart part in group.Children.Values)
{
if (part.IsJoint() && ((part.ObjectFlags&(uint)PrimFlags.Physics) != 0))
if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
{
PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
}
@@ -4852,7 +4852,7 @@ namespace OpenSim.Region.Framework.Scenes
}
// turn the proxy non-physical, which also stops its client-side interpolation
bool wasUsingPhysics = ((jointProxyObject.ObjectFlags & (uint)PrimFlags.Physics) != 0);
bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
if (wasUsingPhysics)
{
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