private void EntityAddOrUpdateHandler(object sender, EntityAddOrUpdateArgs e) { // Add all entities with dynamics enabled to our dictionary if (e.UpdateFlags.HasFlag(UpdateFlags.PhysicalStatus) && !(e.Entity is IScenePresence) && e.Entity is IPhysical) { IPhysical physical = (IPhysical)e.Entity; if (physical.DynamicsEnabled) { m_activePhysicsEntities.Add(physical.LocalID, physical); } else { m_activePhysicsEntities.Remove(physical.LocalID); } } }
public bool RemoveChild(UUID childID) { lock (m_syncRoot) { if (m_children != null) return m_children.Remove(childID); return false; } }