Fix collision filtering. The filter should be checked on the receiving part!

This commit is contained in:
Melanie
2012-05-29 18:18:47 +01:00
parent 79f3ce2e9f
commit b660c4991b

View File

@@ -2023,21 +2023,21 @@ namespace OpenSim.Region.Framework.Scenes
{
}
private bool CollisionFilteredOut(SceneObjectPart dest, UUID objectID, string objectName)
public bool CollisionFilteredOut(UUID objectID, string objectName)
{
if(dest.CollisionFilter.Count == 0)
if(CollisionFilter.Count == 0)
return false;
if (dest.CollisionFilter.ContainsValue(objectID.ToString()) ||
dest.CollisionFilter.ContainsValue(objectID.ToString() + objectName) ||
dest.CollisionFilter.ContainsValue(UUID.Zero.ToString() + objectName))
if (CollisionFilter.ContainsValue(objectID.ToString()) ||
CollisionFilter.ContainsValue(objectID.ToString() + objectName) ||
CollisionFilter.ContainsValue(UUID.Zero.ToString() + objectName))
{
if (dest.CollisionFilter.ContainsKey(1))
if (CollisionFilter.ContainsKey(1))
return false;
return true;
}
if (dest.CollisionFilter.ContainsKey(1))
if (CollisionFilter.ContainsKey(1))
return true;
return false;
@@ -2100,7 +2100,7 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart obj = ParentGroup.Scene.GetSceneObjectPart(localId);
if (obj != null)
{
if (!dest.CollisionFilteredOut(this, obj.UUID, obj.Name))
if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
colliding.Add(CreateDetObject(obj));
}
else
@@ -2108,7 +2108,7 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence av = ParentGroup.Scene.GetScenePresence(localId);
if (av != null && (!av.IsChildAgent))
{
if (!dest.CollisionFilteredOut(this, av.UUID, av.Name))
if (!dest.CollisionFilteredOut(av.UUID, av.Name))
colliding.Add(CreateDetObject(av));
}
}