public override void Refresh()
{
m_physicsScene.DetailLog("{0},BSActorSetForce,refresh", m_controllingPrim.LocalID);
// If not active any more, get rid of me (shouldn't ever happen, but just to be safe)
if (m_controllingPrim.RawForce == OMV.Vector3.Zero)
{
m_physicsScene.DetailLog("{0},BSActorSetForce,refresh,notSetForce,removing={1}",
m_controllingPrim.LocalID, ActorName);
Enabled = false;
return;
}
// If the object is physically active, add the hoverer prestep action
if (isActive)
{
ActivateSetForce();
}
else
{
DeactivateSetForce();
}
}