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BulletSim: tweaking so avatar can be pushed. In particular, llPushObject,
which called BSCharacter.AddForce, can now move a character.
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@@ -239,8 +239,10 @@ public abstract class BSPhysObject : PhysicsActor
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public virtual OMV.Vector3 RawVelocity { get; set; }
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public abstract OMV.Vector3 ForceVelocity { get; set; }
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// RawForce is a constant force applied to object (see Force { set; } )
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public OMV.Vector3 RawForce { get; set; }
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public OMV.Vector3 RawTorque { get; set; }
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public override void AddAngularForce(OMV.Vector3 force, bool pushforce)
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{
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AddAngularForce(force, pushforce, false);
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@@ -570,7 +572,11 @@ public abstract class BSPhysObject : PhysicsActor
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PhysScene.TaintedObject(LocalID, TypeName+".SubscribeEvents", delegate()
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{
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if (PhysBody.HasPhysicalBody)
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{
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CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
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DetailLog("{0},{1}.SubscribeEvents,setting collision. ms={2}, collisionFlags={3:x}",
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LocalID, TypeName, ms, CurrentCollisionFlags);
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}
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});
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}
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else
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