fix flawed logic in updateEntityQueryAACubeWorker

This commit is contained in:
Seth Alves 2018-12-14 10:06:55 -08:00
parent 38cc2205ec
commit bc5079e5d7

View file

@ -2962,9 +2962,8 @@ bool EntityTree::removeMaterialFromOverlay(const QUuid& overlayID, graphics::Mat
void EntityTree::updateEntityQueryAACubeWorker(SpatiallyNestablePointer object, EntityEditPacketSender* packetSender,
MovingEntitiesOperator& moveOperator, bool force, bool tellServer) {
// if the queryBox has changed, tell the entity-server
if (object->getNestableType() == NestableType::Entity && object->updateQueryAACube()) {
EntityItemPointer entity = std::static_pointer_cast<EntityItem>(object);
if (entity->updateQueryAACube() || force) {
EntityItemPointer entity = std::dynamic_pointer_cast<EntityItem>(object);
if (entity && (entity->updateQueryAACube() || force)) {
bool success;
AACube newCube = entity->getQueryAACube(success);
if (success) {
@ -2986,7 +2985,6 @@ void EntityTree::updateEntityQueryAACubeWorker(SpatiallyNestablePointer object,
entity->markDirtyFlags(Simulation::DIRTY_POSITION);
entityChanged(entity);
}
}
object->forEachDescendant([&](SpatiallyNestablePointer descendant) {
updateEntityQueryAACubeWorker(descendant, packetSender, moveOperator, force, tellServer);