Addressing #7903. Fix legacy sit offsets to use legacy computation.
New offsets of course still use the correct math.LSLKeyTest
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1e44aba620
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775a657bb1
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@ -3312,6 +3312,8 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 sitOffset;
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Vector3 sitOffset;
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Quaternion r = sitTargetOrient;
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Quaternion r = sitTargetOrient;
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Vector3 newPos;
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if (LegacySitOffsets)
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if (LegacySitOffsets)
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{
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{
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double m1,m2;
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double m1,m2;
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@ -3343,6 +3345,7 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 up = new Vector3((float)x, (float)y, (float)z);
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Vector3 up = new Vector3((float)x, (float)y, (float)z);
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sitOffset = up * (float)offset;
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sitOffset = up * (float)offset;
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newPos = sitTargetPos - sitOffset + SIT_TARGET_ADJUSTMENT;
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}
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}
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else
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else
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{
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{
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@ -3373,9 +3376,8 @@ namespace OpenSim.Region.Framework.Scenes
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z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
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z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
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Vector3 up = new Vector3((float)x, (float)y, (float)z);
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Vector3 up = new Vector3((float)x, (float)y, (float)z);
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sitOffset = up * Appearance.AvatarHeight * 0.02638f;
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sitOffset = up * Appearance.AvatarHeight * 0.02638f;
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}
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newPos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
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Vector3 newPos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
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Quaternion newRot;
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Quaternion newRot;
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if (part.IsRoot)
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if (part.IsRoot)
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