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* Found several cases where prim set physical were not subscribing to physics events.
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@@ -480,6 +480,8 @@ namespace OpenSim.Region.Environment.Scenes
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new Quaternion(dupe.RootPart.RotationOffset.W, dupe.RootPart.RotationOffset.X,
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dupe.RootPart.RotationOffset.Y, dupe.RootPart.RotationOffset.Z),
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dupe.RootPart.PhysActor.IsPhysical);
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dupe.RootPart.doPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical);
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}
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// Now we've made a copy that replaces this one, we need to
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// switch the owner to the person who did the copying
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@@ -859,6 +861,8 @@ namespace OpenSim.Region.Environment.Scenes
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new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X,
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linkPart.RotationOffset.Y, linkPart.RotationOffset.Z),
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m_rootPart.PhysActor.IsPhysical);
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m_rootPart.doPhysicsPropertyUpdate(m_rootPart.PhysActor.IsPhysical);
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}
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SceneObjectGroup objectGroup = new SceneObjectGroup(m_scene, m_regionHandle, linkPart);
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@@ -1165,6 +1169,9 @@ namespace OpenSim.Region.Environment.Scenes
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new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X,
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m_rootPart.RotationOffset.Y, m_rootPart.RotationOffset.Z),
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m_rootPart.PhysActor.IsPhysical);
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bool UsePhysics = ((m_rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0);
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m_rootPart.doPhysicsPropertyUpdate(UsePhysics);
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}
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}
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