Fixing a bug introduced yesterday. This put the precondition test inside CheckForBorderCrossing the right way.
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bb0c6a498b
commit
219ec7ef20
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@ -2736,19 +2736,22 @@ namespace OpenSim.Region.Framework.Scenes
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/// </remarks>
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protected void CheckForBorderCrossing()
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{
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// Check that we we are not a child and have a physics actor or we're sitting on something
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if (IsChildAgent || (ParentID == 0 && PhysicsActor != null || ParentID != 0))
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// Check that we we are not a child
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if (IsChildAgent)
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return;
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// We only do this if we have a physics actor or we're sitting on something
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if (ParentID == 0 && PhysicsActor != null || ParentID != 0)
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{
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Vector3 pos2 = AbsolutePosition;
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Vector3 vel = Velocity;
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int neighbor = 0;
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int[] fix = new int[2];
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float timeStep = 0.1f;
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pos2.X = pos2.X + (vel.X*timeStep);
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pos2.Y = pos2.Y + (vel.Y*timeStep);
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pos2.Z = pos2.Z + (vel.Z*timeStep);
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pos2.X = pos2.X + (vel.X * timeStep);
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pos2.Y = pos2.Y + (vel.Y * timeStep);
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pos2.Z = pos2.Z + (vel.Z * timeStep);
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if (!IsInTransit)
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{
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@ -2865,7 +2868,8 @@ namespace OpenSim.Region.Framework.Scenes
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pos2.Y = pos2.Y + (vel.Y * timeStep);
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// Don't touch the Z
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m_pos = pos2;
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m_log.ErrorFormat("m_pos={0}", m_pos);
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m_log.DebugFormat("[SCENE PRESENCE]: In transit m_pos={0}", m_pos);
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}
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}
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}
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