In ScenePresence, removed several private variables used to store public parameters. They were only used by the get/set and make code harder to refactor.
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ec48a2f32b
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e8779cd9e5
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@ -341,15 +341,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// <summary>
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/// Position of agent's camera in world (region cordinates)
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/// Position of agent's camera in world (region cordinates)
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/// </summary>
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/// </summary>
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protected Vector3 m_lastCameraPosition;
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protected Vector3 m_lastCameraPosition;
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protected Vector3 m_CameraPosition;
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public Vector3 CameraPosition { get; set; }
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public Vector3 CameraPosition
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{
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get { return m_CameraPosition; }
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private set { m_CameraPosition = value; }
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}
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public Quaternion CameraRotation
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public Quaternion CameraRotation
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{
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{
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@ -358,29 +352,10 @@ namespace OpenSim.Region.Framework.Scenes
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// Use these three vectors to figure out what the agent is looking at
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// Use these three vectors to figure out what the agent is looking at
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// Convert it to a Matrix and/or Quaternion
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// Convert it to a Matrix and/or Quaternion
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//
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//
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protected Vector3 m_CameraAtAxis;
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public Vector3 CameraAtAxis { get; set; }
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protected Vector3 m_CameraLeftAxis;
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public Vector3 CameraLeftAxis { get; set; }
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protected Vector3 m_CameraUpAxis;
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public Vector3 CameraUpAxis { get; set; }
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public Vector3 CameraAtAxis
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{
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get { return m_CameraAtAxis; }
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private set { m_CameraAtAxis = value; }
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}
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public Vector3 CameraLeftAxis
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{
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get { return m_CameraLeftAxis; }
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private set { m_CameraLeftAxis = value; }
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}
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public Vector3 CameraUpAxis
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{
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get { return m_CameraUpAxis; }
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private set { m_CameraUpAxis = value; }
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}
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public Vector3 Lookat
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public Vector3 Lookat
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{
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{
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@ -396,33 +371,15 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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#endregion
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#endregion
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public readonly string Firstname;
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public string Firstname { get; private set; }
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public readonly string Lastname;
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public string Lastname { get; private set; }
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public string Grouptitle { get; set; }
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private string m_grouptitle;
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// Agent's Draw distance.
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public float DrawDistance { get; set; }
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public string Grouptitle
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{
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public bool AllowMovement { get; set; }
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get { return m_grouptitle; }
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set { m_grouptitle = value; }
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}
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// Agent's Draw distance.
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protected float m_DrawDistance;
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public float DrawDistance
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{
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get { return m_DrawDistance; }
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private set { m_DrawDistance = value; }
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}
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protected bool m_allowMovement = true;
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public bool AllowMovement
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{
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get { return m_allowMovement; }
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set { m_allowMovement = value; }
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}
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private bool m_setAlwaysRun;
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private bool m_setAlwaysRun;
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@ -447,15 +404,9 @@ namespace OpenSim.Region.Framework.Scenes
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PhysicsActor.SetAlwaysRun = value;
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PhysicsActor.SetAlwaysRun = value;
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}
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}
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}
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}
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}
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}
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private byte m_state;
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public byte State { get; set; }
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public byte State
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{
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get { return m_state; }
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set { m_state = value; }
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}
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private AgentManager.ControlFlags m_AgentControlFlags;
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private AgentManager.ControlFlags m_AgentControlFlags;
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@ -463,31 +414,16 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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get { return (uint)m_AgentControlFlags; }
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get { return (uint)m_AgentControlFlags; }
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set { m_AgentControlFlags = (AgentManager.ControlFlags)value; }
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set { m_AgentControlFlags = (AgentManager.ControlFlags)value; }
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}
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}
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/// <summary>
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public IClientAPI ControllingClient { get; set; }
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/// This works out to be the ClientView object associated with this avatar, or it's client connection manager
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/// </summary>
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private IClientAPI m_controllingClient;
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public IClientAPI ControllingClient
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{
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get { return m_controllingClient; }
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private set { m_controllingClient = value; }
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}
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public IClientCore ClientView
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public IClientCore ClientView
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{
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{
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get { return (IClientCore) m_controllingClient; }
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get { return (IClientCore)ControllingClient; }
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}
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}
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protected Vector3 m_parentPosition;
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public Vector3 ParentPosition { get; set; }
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public Vector3 ParentPosition
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{
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get { return m_parentPosition; }
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set { m_parentPosition = value; }
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}
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/// <summary>
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/// <summary>
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/// Position of this avatar relative to the region the avatar is in
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/// Position of this avatar relative to the region the avatar is in
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@ -825,18 +761,18 @@ namespace OpenSim.Region.Framework.Scenes
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private Vector3[] GetWalkDirectionVectors()
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private Vector3[] GetWalkDirectionVectors()
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{
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{
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Vector3[] vector = new Vector3[11];
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Vector3[] vector = new Vector3[11];
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vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
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vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD
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vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
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vector[1] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK
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vector[2] = Vector3.UnitY; //LEFT
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vector[2] = Vector3.UnitY; //LEFT
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vector[3] = -Vector3.UnitY; //RIGHT
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vector[3] = -Vector3.UnitY; //RIGHT
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vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
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vector[4] = new Vector3(CameraAtAxis.Z, 0f, CameraUpAxis.Z); //UP
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vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
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vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN
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vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
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vector[6] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD_NUDGE
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vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
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vector[7] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK_NUDGE
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vector[8] = Vector3.UnitY; //LEFT_NUDGE
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vector[8] = Vector3.UnitY; //LEFT_NUDGE
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vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
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vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
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vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
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vector[10] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN_NUDGE
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return vector;
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return vector;
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}
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}
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@ -1333,7 +1269,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Convert it to a Matrix and/or Quaternion
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// Convert it to a Matrix and/or Quaternion
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CameraAtAxis = agentData.CameraAtAxis;
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CameraAtAxis = agentData.CameraAtAxis;
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CameraLeftAxis = agentData.CameraLeftAxis;
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CameraLeftAxis = agentData.CameraLeftAxis;
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m_CameraUpAxis = agentData.CameraUpAxis;
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CameraUpAxis = agentData.CameraUpAxis;
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// The Agent's Draw distance setting
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// The Agent's Draw distance setting
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// When we get to the point of re-computing neighbors everytime this
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// When we get to the point of re-computing neighbors everytime this
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@ -1343,9 +1279,9 @@ namespace OpenSim.Region.Framework.Scenes
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DrawDistance = Scene.DefaultDrawDistance;
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DrawDistance = Scene.DefaultDrawDistance;
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// Check if Client has camera in 'follow cam' or 'build' mode.
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// Check if Client has camera in 'follow cam' or 'build' mode.
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Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
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Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
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m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f)
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m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
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&& (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
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&& (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
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m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
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m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
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@ -3077,8 +3013,8 @@ namespace OpenSim.Region.Framework.Scenes
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cAgent.Velocity = m_velocity;
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cAgent.Velocity = m_velocity;
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cAgent.Center = CameraPosition;
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cAgent.Center = CameraPosition;
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cAgent.AtAxis = CameraAtAxis;
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cAgent.AtAxis = CameraAtAxis;
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cAgent.LeftAxis = CameraLeftAxis;
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cAgent.LeftAxis = CameraLeftAxis;
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cAgent.UpAxis = m_CameraUpAxis;
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cAgent.UpAxis = CameraUpAxis;
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cAgent.Far = DrawDistance;
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cAgent.Far = DrawDistance;
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@ -3163,8 +3099,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_velocity = cAgent.Velocity;
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m_velocity = cAgent.Velocity;
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CameraPosition = cAgent.Center;
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CameraPosition = cAgent.Center;
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CameraAtAxis = cAgent.AtAxis;
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CameraAtAxis = cAgent.AtAxis;
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CameraLeftAxis = cAgent.LeftAxis;
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CameraLeftAxis = cAgent.LeftAxis;
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m_CameraUpAxis = cAgent.UpAxis;
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CameraUpAxis = cAgent.UpAxis;
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// When we get to the point of re-computing neighbors everytime this
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// When we get to the point of re-computing neighbors everytime this
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// changes, then start using the agent's drawdistance rather than the
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// changes, then start using the agent's drawdistance rather than the
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