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* Patch by Melanie. Implements proper objectflags on child objects. Thanks Melanie!
RE: 0001079: r4387. touch() event does not fire when touch script is in root prim and child prims are touched
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@@ -76,9 +76,9 @@ namespace OpenSim.Region.Environment.Scenes
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SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
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// Apply loadOffsets for load/import and move combinations
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rootPart.GroupPosition = rootPart.AbsolutePosition + loadOffset;
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bool UsePhysics = (((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) > 0) &&
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bool UsePhysics = (((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Physics) > 0) &&
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m_parentScene.m_physicalPrim);
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if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
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if ((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Phantom) == 0)
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{
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rootPart.PhysActor = m_innerScene.PhysicsScene.AddPrimShape(
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rootPart.Name,
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@@ -186,9 +186,9 @@ namespace OpenSim.Region.Environment.Scenes
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m_innerScene.AddEntityFromStorage(obj);
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SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
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bool UsePhysics = (((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) > 0) &&
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bool UsePhysics = (((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Physics) > 0) &&
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m_parentScene.m_physicalPrim);
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if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
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if ((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Phantom) == 0)
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{
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rootPart.PhysActor = m_innerScene.PhysicsScene.AddPrimShape(
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rootPart.Name,
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