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BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is getting simplified out of existance someday) and update all the references to that enum.
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@@ -94,9 +94,9 @@ public abstract class BSPhysObject : PhysicsActor
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public PrimitiveBaseShape BaseShape { get; protected set; }
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// Some types of objects have preferred physical representations.
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// Returns SHAPE_UNKNOWN if there is no preference.
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public virtual ShapeData.PhysicsShapeType PreferredPhysicalShape
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public virtual PhysicsShapeType PreferredPhysicalShape
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{
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get { return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; }
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get { return PhysicsShapeType.SHAPE_UNKNOWN; }
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}
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// When the physical properties are updated, an EntityProperty holds the update values.
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