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

@@ -1324,7 +1324,7 @@ namespace OpenSim.Region.Framework.Scenes
public void AddFlag(PrimFlags flag)
{
// PrimFlags prevflag = Flags;
if ((ObjectFlags & (uint) flag) == 0)
if ((Flags & flag) == 0)
{
//m_log.Debug("Adding flag: " + ((PrimFlags) flag).ToString());
Flags |= flag;
@@ -1607,7 +1607,7 @@ namespace OpenSim.Region.Framework.Scenes
dupe.Velocity = new Vector3(0, 0, 0);
dupe.Acceleration = new Vector3(0, 0, 0);
dupe.AngularVelocity = new Vector3(0, 0, 0);
dupe.ObjectFlags = ObjectFlags;
dupe.Flags = Flags;
dupe._ownershipCost = _ownershipCost;
dupe._objectSaleType = _objectSaleType;
@@ -1644,7 +1644,7 @@ namespace OpenSim.Region.Framework.Scenes
m_parentGroup.Scene.AssetService.Get(dupe.m_shape.SculptTexture.ToString(), dupe, AssetReceived);
}
bool UsePhysics = ((dupe.ObjectFlags & (uint)PrimFlags.Physics) != 0);
bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
}
@@ -4271,9 +4271,9 @@ namespace OpenSim.Region.Framework.Scenes
public void UpdatePrimFlags(bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVD)
{
bool wasUsingPhysics = ((ObjectFlags & (uint) PrimFlags.Physics) != 0);
bool wasTemporary = ((ObjectFlags & (uint)PrimFlags.TemporaryOnRez) != 0);
bool wasPhantom = ((ObjectFlags & (uint)PrimFlags.Phantom) != 0);
bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
bool wasVD = VolumeDetectActive;
if ((UsePhysics == wasUsingPhysics) && (wasTemporary == IsTemporary) && (wasPhantom == IsPhantom) && (IsVD==wasVD))