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remove now redundant m_physical_prim flag from SOP.ApplyPhysics()
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@@ -1251,7 +1251,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void ApplyPhysics(bool m_physicalPrim)
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{
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// Apply physics to the root prim
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m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
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m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
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// Apply physics to child prims
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SceneObjectPart[] parts = m_parts.GetArray();
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@@ -1261,7 +1261,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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SceneObjectPart part = parts[i];
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if (part.LocalId != m_rootPart.LocalId)
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part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
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part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive);
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}
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// Hack to get the physics scene geometries in the right spot
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