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Another small change to avoid later merge conflict
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@@ -3410,7 +3410,8 @@ if (m_shape != null) {
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{
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RemFlag(PrimFlags.Phantom);
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if (PhysActor == null)
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PhysicsActor pa = PhysActor;
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if (pa == null)
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{
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// It's not phantom anymore. So make sure the physics engine get's knowledge of it
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PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
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@@ -3421,7 +3422,7 @@ if (m_shape != null) {
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RotationOffset,
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UsePhysics);
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PhysicsActor pa = PhysActor;
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pa = PhysActor;
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if (pa != null)
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{
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pa.LocalID = LocalId;
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