typo fix
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				|  | @ -3992,6 +3992,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
|      | ||||
|             const float TIME_DILATION = 1.0f; | ||||
|             ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f); | ||||
|              | ||||
|      | ||||
|             if (terseAgentUpdateBlocks.IsValueCreated) | ||||
|             { | ||||
|  | @ -4972,7 +4973,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
|                 // in that direction, even though we don't model this on the server.  Implementing this in the future | ||||
|                 // may improve movement smoothness. | ||||
| //                acceleration = new Vector3(1, 0, 0); | ||||
|                  | ||||
| 
 | ||||
|                 angularVelocity = Vector3.Zero; | ||||
| 
 | ||||
|                 if (sendTexture) | ||||
|  | @ -5844,7 +5845,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
| 
 | ||||
|         private bool HandleVelocityInterpolateOn(IClientAPI sender, Packet Pack) | ||||
|         { | ||||
|             VelocityInterpolateOffPacket p = (VelocityInterpolateOffPacket)Pack; | ||||
|             VelocityInterpolateOnPacket p = (VelocityInterpolateOnPacket)Pack; | ||||
|             if (p.AgentData.SessionID != SessionId || | ||||
|                 p.AgentData.AgentID != AgentId) | ||||
|                 return true; | ||||
|  |  | |||
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