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authorBenoit Bolsee <benoit.bolsee@online.be>2009-06-01 13:44:41 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-06-01 13:44:41 +0400
commit358ec00256bd91f29e14620f1c898f7e9e8e8305 (patch)
tree0887a3c65a4cc0947d014021ad85e5a64835dc75 /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
parentd1f7a2ceeeb711118d6172a3495f42a4a02718fc (diff)
BGE bug fix: dynamically added sensor objects didn't have their physic shape synchronized with movement.
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp9
1 files changed, 1 insertions, 8 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 297b15a2b78..51c41c0686d 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -1115,15 +1115,8 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
shapeInfo->Release();
gameobj->SetPhysicsController(physicscontroller,isbulletdyna);
- if (isbulletsensor)
- {
- // use a different callback function for sensor object,
- // bullet will not synchronize, we must do it explicitely
- SG_Callbacks& callbacks = gameobj->GetSGNode()->GetCallBackFunctions();
- callbacks.m_updatefunc = KX_GameObject::SynchronizeTransformFunc;
- }
// don't add automatically sensor object, they are added when a collision sensor is registered
- else if (objprop->m_in_active_layer)
+ if (!isbulletsensor && objprop->m_in_active_layer)
{
env->addCcdPhysicsController( physicscontroller);
}