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BulletSim: don't zero motion when changing vehicle type.
Some vehicle scripts change type on the fly as an easy way of setting all the parameters (like a plane changing to a car when on the ground).
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@@ -511,7 +511,10 @@ public class BSPrim : BSPhysObject
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PhysScene.TaintedObject("setVehicleType", delegate()
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{
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ZeroMotion(true /* inTaintTime */);
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// Some vehicle scripts change vehicle type on the fly as an easy way to
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// change all the parameters. Like a plane changing to CAR when on the
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// ground. In this case, don't want to zero motion.
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// ZeroMotion(true /* inTaintTime */);
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VehicleActor.ProcessTypeChange(type);
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ActivateIfPhysical(false);
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});
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