private void ReprioritizeUpdates()
{
if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time)
{
lock (m_reprioritization_timer)
{
if (!m_reprioritizing)
m_reprioritization_timer.Enabled = m_reprioritizing = true;
else
m_reprioritization_called = true;
}
}
}