Merge commit '9a16e76f5151c11fbf76e41b89f8eb03b1731828' into bigmerge
commit
265e9d094d
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@ -718,7 +718,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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else
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{
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agent.InTransit();
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agent.IsInTransit = true;
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neighboury = b.TriggerRegionY;
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neighbourx = b.TriggerRegionX;
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@ -741,7 +741,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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else
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{
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agent.InTransit();
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agent.IsInTransit = true;
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neighboury = ba.TriggerRegionY;
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neighbourx = ba.TriggerRegionX;
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@ -775,7 +775,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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else
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{
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agent.InTransit();
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agent.IsInTransit = true;
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neighboury = ba.TriggerRegionY;
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neighbourx = ba.TriggerRegionX;
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@ -807,7 +807,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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else
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{
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agent.InTransit();
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agent.IsInTransit = true;
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neighboury = b.TriggerRegionY;
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neighbourx = b.TriggerRegionX;
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@ -895,7 +895,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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return false;
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}
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agent.InTransit();
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agent.IsInTransit = true;
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CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
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d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
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@ -1089,7 +1089,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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agent.RestoreInCurrentScene();
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// In any case
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agent.NotInTransit();
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agent.IsInTransit = false;
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//m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
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}
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@ -782,7 +782,16 @@ namespace OpenSim.Region.Framework.Scenes
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public bool IsInTransit
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{
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get { return m_inTransit; }
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private set { m_inTransit = value; }
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set {
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if(value)
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{
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if ((PhysicsActor != null) && PhysicsActor.Flying)
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m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0)
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m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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}
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m_inTransit = value;
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}
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}
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private float m_speedModifier = 1.0f;
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@ -3298,16 +3307,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public void InTransit()
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{
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IsInTransit = true;
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if ((PhysicsActor != null) && PhysicsActor.Flying)
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m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0)
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m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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}
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public void NotInTransit()
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{
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IsInTransit = false;
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