cleanup a bit presence CheckForBorderCrossing removing dead code
parent
d64a50ac9b
commit
237075ce21
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@ -3475,7 +3475,7 @@ namespace OpenSim.Region.Framework.Scenes
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protected void CheckForBorderCrossing()
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{
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// Check that we we are not a child
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if (IsChildAgent)
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if (IsChildAgent)
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return;
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// If we don't have a PhysActor, we can't cross anyway
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@ -3485,140 +3485,127 @@ namespace OpenSim.Region.Framework.Scenes
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if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
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return;
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if (!IsInTransit)
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if (IsInTransit)
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return;
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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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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Testing border check for projected position {0} of {1} in {2}",
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// pos2, Name, Scene.Name);
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// Checks if where it's headed exists a region
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bool needsTransit = false;
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if (m_scene.TestBorderCross(pos2, Cardinals.W))
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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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if (!IsInTransit)
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if (m_scene.TestBorderCross(pos2, Cardinals.S))
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Testing border check for projected position {0} of {1} in {2}",
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// pos2, Name, Scene.Name);
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// Checks if where it's headed exists a region
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bool needsTransit = false;
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if (m_scene.TestBorderCross(pos2, Cardinals.W))
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{
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if (m_scene.TestBorderCross(pos2, Cardinals.S))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.SW, ref fix);
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.N))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.NW, ref fix);
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}
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else
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.W, ref fix);
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}
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.E))
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{
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if (m_scene.TestBorderCross(pos2, Cardinals.S))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.SE, ref fix);
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.N))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.NE, ref fix);
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}
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else
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.E, ref fix);
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}
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.S))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.S, ref fix);
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.N))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.N, ref fix);
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}
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// Makes sure avatar does not end up outside region
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if (neighbor <= 0)
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{
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if (needsTransit)
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{
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if (m_requestedSitTargetUUID == UUID.Zero)
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{
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bool isFlying = Flying;
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RemoveFromPhysicalScene();
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Vector3 pos = AbsolutePosition;
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if (AbsolutePosition.X < 0)
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pos.X += Velocity.X * 2;
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else if (AbsolutePosition.X > Constants.RegionSize)
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pos.X -= Velocity.X * 2;
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if (AbsolutePosition.Y < 0)
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pos.Y += Velocity.Y * 2;
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else if (AbsolutePosition.Y > Constants.RegionSize)
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pos.Y -= Velocity.Y * 2;
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Velocity = Vector3.Zero;
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AbsolutePosition = pos;
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// m_log.DebugFormat("[SCENE PRESENCE]: Prevented flyoff for {0} at {1}", Name, AbsolutePosition);
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AddToPhysicalScene(isFlying);
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}
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}
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}
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else if (neighbor > 0)
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{
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if (!CrossToNewRegion())
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{
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if (m_requestedSitTargetUUID == UUID.Zero)
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{
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bool isFlying = Flying;
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RemoveFromPhysicalScene();
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Vector3 pos = AbsolutePosition;
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if (AbsolutePosition.X < 0)
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pos.X += Velocity.X * 2;
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else if (AbsolutePosition.X > Constants.RegionSize)
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pos.X -= Velocity.X * 2;
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if (AbsolutePosition.Y < 0)
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pos.Y += Velocity.Y * 2;
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else if (AbsolutePosition.Y > Constants.RegionSize)
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pos.Y -= Velocity.Y * 2;
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Velocity = Vector3.Zero;
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AbsolutePosition = pos;
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AddToPhysicalScene(isFlying);
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}
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}
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}
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.SW, ref fix);
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.N))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.NW, ref fix);
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}
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else
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{
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// This constant has been inferred from experimentation
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// I'm not sure what this value should be, so I tried a few values.
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timeStep = 0.04f;
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pos2 = AbsolutePosition;
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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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// Don't touch the Z
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m_pos = pos2;
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m_log.DebugFormat("[SCENE PRESENCE]: In transit m_pos={0}", m_pos);
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.W, ref fix);
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}
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}
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.E))
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{
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if (m_scene.TestBorderCross(pos2, Cardinals.S))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.SE, ref fix);
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.N))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.NE, ref fix);
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}
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else
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.E, ref fix);
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}
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.S))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.S, ref fix);
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.N))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.N, ref fix);
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}
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// Makes sure avatar does not end up outside region
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if (neighbor <= 0)
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{
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if (needsTransit)
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{
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if (m_requestedSitTargetUUID == UUID.Zero)
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{
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bool isFlying = Flying;
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RemoveFromPhysicalScene();
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Vector3 pos = AbsolutePosition;
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if (AbsolutePosition.X < 0)
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pos.X += Velocity.X * 2;
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else if (AbsolutePosition.X > Constants.RegionSize)
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pos.X -= Velocity.X * 2;
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if (AbsolutePosition.Y < 0)
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pos.Y += Velocity.Y * 2;
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else if (AbsolutePosition.Y > Constants.RegionSize)
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pos.Y -= Velocity.Y * 2;
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Velocity = Vector3.Zero;
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AbsolutePosition = pos;
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// m_log.DebugFormat("[SCENE PRESENCE]: Prevented flyoff for {0} at {1}", Name, AbsolutePosition);
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AddToPhysicalScene(isFlying);
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}
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}
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}
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else if (neighbor > 0)
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{
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if (!CrossToNewRegion())
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{
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if (m_requestedSitTargetUUID == UUID.Zero)
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{
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bool isFlying = Flying;
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RemoveFromPhysicalScene();
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Vector3 pos = AbsolutePosition;
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if (AbsolutePosition.X < 0)
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pos.X += Velocity.X * 2;
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else if (AbsolutePosition.X > Constants.RegionSize)
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pos.X -= Velocity.X * 2;
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if (AbsolutePosition.Y < 0)
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pos.Y += Velocity.Y * 2;
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else if (AbsolutePosition.Y > Constants.RegionSize)
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pos.Y -= Velocity.Y * 2;
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Velocity = Vector3.Zero;
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AbsolutePosition = pos;
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AddToPhysicalScene(isFlying);
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}
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}
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}
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}
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/// <summary>
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