dont try to cross with avatars on DIE_AT_EDGE or RETURN_AT_EDGE sog
parent
0e4a9e35c7
commit
5269511339
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@ -550,114 +550,126 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 newpos = Vector3.Zero;
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OpenSim.Services.Interfaces.GridRegion destination = null;
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if (m_rootPart.KeyframeMotion != null)
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m_rootPart.KeyframeMotion.StartCrossingCheck();
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bool canCross = true;
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foreach (ScenePresence av in m_linkedAvatars)
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if (m_rootPart.DIE_AT_EDGE || m_rootPart.RETURN_AT_EDGE)
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{
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// We need to cross these agents. First, let's find
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// out if any of them can't cross for some reason.
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// We have to deny the crossing entirely if any
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// of them are banned. Alternatively, we could
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// unsit banned agents....
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// We set the avatar position as being the object
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// position to get the region to send to
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if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
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{
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canCross = false;
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break;
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}
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m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
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}
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if (canCross)
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{
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// We unparent the SP quietly so that it won't
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// be made to stand up
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List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
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foreach (ScenePresence av in m_linkedAvatars)
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{
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avtocrossInfo avinfo = new avtocrossInfo();
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SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
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if (parentPart != null)
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av.ParentUUID = parentPart.UUID;
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avinfo.av = av;
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avinfo.ParentID = av.ParentID;
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avsToCross.Add(avinfo);
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av.PrevSitOffset = av.OffsetPosition;
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av.ParentID = 0;
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}
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// m_linkedAvatars.Clear();
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// this should delete the grp in this case
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m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
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// Normalize
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if (val.X >= Constants.RegionSize)
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val.X -= Constants.RegionSize;
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if (val.Y >= Constants.RegionSize)
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val.Y -= Constants.RegionSize;
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if (val.X < 0)
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val.X += Constants.RegionSize;
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if (val.Y < 0)
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val.Y += Constants.RegionSize;
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// If it's deleted, crossing was successful
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if (IsDeleted)
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{
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// foreach (ScenePresence av in m_linkedAvatars)
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foreach (avtocrossInfo avinfo in avsToCross)
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{
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ScenePresence av = avinfo.av;
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if (!av.IsInTransit) // just in case...
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{
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m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
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av.IsInTransit = true;
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CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
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d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
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}
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else
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m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
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}
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avsToCross.Clear();
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return;
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}
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else // cross failed, put avas back ??
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{
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foreach (avtocrossInfo avinfo in avsToCross)
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{
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ScenePresence av = avinfo.av;
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av.ParentUUID = UUID.Zero;
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av.ParentID = avinfo.ParentID;
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// m_linkedAvatars.Add(av);
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}
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}
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avsToCross.Clear();
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}
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else
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{
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if (m_rootPart.KeyframeMotion != null)
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m_rootPart.KeyframeMotion.CrossingFailure();
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m_rootPart.KeyframeMotion.StartCrossingCheck();
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if (RootPart.PhysActor != null)
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bool canCross = true;
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foreach (ScenePresence av in m_linkedAvatars)
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{
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RootPart.PhysActor.CrossingFailure();
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// We need to cross these agents. First, let's find
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// out if any of them can't cross for some reason.
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// We have to deny the crossing entirely if any
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// of them are banned. Alternatively, we could
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// unsit banned agents....
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// We set the avatar position as being the object
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// position to get the region to send to
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if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
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{
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canCross = false;
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break;
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}
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m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
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}
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if (canCross)
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{
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// We unparent the SP quietly so that it won't
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// be made to stand up
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List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
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foreach (ScenePresence av in m_linkedAvatars)
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{
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avtocrossInfo avinfo = new avtocrossInfo();
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SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
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if (parentPart != null)
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av.ParentUUID = parentPart.UUID;
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avinfo.av = av;
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avinfo.ParentID = av.ParentID;
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avsToCross.Add(avinfo);
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av.PrevSitOffset = av.OffsetPosition;
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av.ParentID = 0;
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}
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// m_linkedAvatars.Clear();
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m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
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// Normalize
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if (val.X >= Constants.RegionSize)
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val.X -= Constants.RegionSize;
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if (val.Y >= Constants.RegionSize)
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val.Y -= Constants.RegionSize;
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if (val.X < 0)
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val.X += Constants.RegionSize;
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if (val.Y < 0)
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val.Y += Constants.RegionSize;
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// If it's deleted, crossing was successful
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if (IsDeleted)
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{
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// foreach (ScenePresence av in m_linkedAvatars)
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foreach (avtocrossInfo avinfo in avsToCross)
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{
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ScenePresence av = avinfo.av;
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if (!av.IsInTransit) // just in case...
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{
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m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
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av.IsInTransit = true;
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CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
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d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
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}
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else
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m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
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}
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avsToCross.Clear();
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return;
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}
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else // cross failed, put avas back ??
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{
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foreach (avtocrossInfo avinfo in avsToCross)
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{
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ScenePresence av = avinfo.av;
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av.ParentUUID = UUID.Zero;
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av.ParentID = avinfo.ParentID;
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// m_linkedAvatars.Add(av);
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}
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}
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avsToCross.Clear();
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}
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// else
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// we need to do this on all fails
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{
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if (m_rootPart.KeyframeMotion != null)
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m_rootPart.KeyframeMotion.CrossingFailure();
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if (RootPart.PhysActor != null)
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{
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RootPart.PhysActor.CrossingFailure();
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}
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}
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Vector3 oldp = AbsolutePosition;
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val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
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val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
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// dont crash land StarShips
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// val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
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}
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Vector3 oldp = AbsolutePosition;
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val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
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val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
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val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
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}
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}
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