cleanup a bit presence CheckForBorderCrossing removing dead code
parent
d64a50ac9b
commit
237075ce21
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@ -3485,8 +3485,9 @@ 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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{
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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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@ -3497,11 +3498,10 @@ namespace OpenSim.Region.Framework.Scenes
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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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// 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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// 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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@ -3574,7 +3574,7 @@ namespace OpenSim.Region.Framework.Scenes
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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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// 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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@ -3605,20 +3605,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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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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}
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}
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}
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/// <summary>
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