diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 4be265ace8..19c068a160 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -986,15 +986,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // Well, this is it. The agent is over there. // KillEntity(sp.Scene, sp.LocalId); - bool nearRegion = sp.KnownRegions.ContainsKey(destinationHandle); - sp.HasMovedAway(nearRegion); + bool l_needsclosing = NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg); + sp.HasMovedAway(!l_needsclosing); // Now let's make it officially a child agent sp.MakeChildAgent(destinationHandle); // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone - if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) + if (l_needsclosing) { if (!sp.Scene.IncomingPreCloseClient(sp)) return; @@ -1144,8 +1144,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); - bool nearRegion = sp.KnownRegions.ContainsKey(destinationHandle); - sp.HasMovedAway(nearRegion); + bool l_needsclosing = NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg); + sp.HasMovedAway(!l_needsclosing); // Need to signal neighbours whether child agents may need closing irrespective of whether this // one needed closing. We also need to close child agents as quickly as possible to avoid complicated @@ -1163,7 +1163,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer sp.MakeChildAgent(destinationHandle); // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone - if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) + if (l_needsclosing) { if (!sp.Scene.IncomingPreCloseClient(sp)) return;