a few changes to ubOde avatar collisions
parent
965d004fbe
commit
edc7575f9e
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@ -103,7 +103,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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public float walkDivisor = 1.3f;
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public float runDivisor = 0.8f;
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private bool flying = false;
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private bool m_flying = false;
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private bool m_iscolliding = false;
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private bool m_iscollidingGround = false;
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private bool m_iscollidingObj = false;
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@ -298,10 +298,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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public override bool Flying
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{
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get { return flying; }
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get { return m_flying; }
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set
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{
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flying = value;
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m_flying = value;
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// m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
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}
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}
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@ -900,10 +900,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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}
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public bool Collide(IntPtr me, IntPtr other, bool reverse, ref d.ContactGeom contact,
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ref d.ContactGeom altContact , ref bool useAltcontact, ref bool feetcollision)
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ref bool feetcollision)
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{
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feetcollision = false;
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useAltcontact = false;
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if (me == capsule)
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{
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@ -943,12 +942,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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}
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return true;
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}
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/*
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d.AABB aabb;
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d.GeomGetAABB(other,out aabb);
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float othertop = aabb.MaxZ - _position.Z;
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*/
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// if (offset.Z > 0 || othertop > -feetOff || contact.normal.Z > 0.35f)
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if (offset.Z > 0 || contact.normal.Z > 0.35f)
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{
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if (offset.Z <= 0)
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@ -965,27 +959,40 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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return true;
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}
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altContact = contact;
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useAltcontact = true;
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if(m_flying)
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return true;
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offset.Z -= 0.2f;
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offset.Normalize();
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if (contact.depth > 0.1f)
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contact.depth = 0.1f;
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float tdp = contact.depth;
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float t = contact.normal.Z * contact.normal.Z;
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t = Math.Abs(t);
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if(t > 1e-6)
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{
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tdp /= t;
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tdp *= offset.Z * offset.Z;
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}
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else
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tdp *= 10;
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if (tdp > 0.25f)
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tdp = 0.25f;
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contact.depth = tdp;
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if (reverse)
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{
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altContact.normal.X = offset.X;
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altContact.normal.Y = offset.Y;
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altContact.normal.Z = offset.Z;
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contact.normal.X = offset.X;
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contact.normal.Y = offset.Y;
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contact.normal.Z = offset.Z;
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}
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else
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{
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altContact.normal.X = -offset.X;
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altContact.normal.Y = -offset.Y;
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altContact.normal.Z = -offset.Z;
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contact.normal.X = -offset.X;
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contact.normal.Y = -offset.Y;
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contact.normal.Z = -offset.Z;
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}
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feetcollision = true;
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@ -1098,7 +1105,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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float ftmp;
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if (flying)
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if (m_flying)
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{
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ftmp = timeStep;
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posch.X += vel.X * ftmp;
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@ -1122,7 +1129,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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vec.Z = depth * PID_P * 50;
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if (!flying)
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if (!m_flying)
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{
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vec.Z += -vel.Z * PID_D;
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if(n.Z < 0.4f)
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@ -1259,7 +1266,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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// movement relative to surface if moving on it
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// dont disturbe vertical movement, ie jumps
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if (m_iscolliding && !flying && ctz.Z == 0 && m_collideNormal.Z > 0.2f && m_collideNormal.Z < 0.94f)
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if (m_iscolliding && !m_flying && ctz.Z == 0 && m_collideNormal.Z > 0.2f && m_collideNormal.Z < 0.94f)
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{
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float p = ctz.X * m_collideNormal.X + ctz.Y * m_collideNormal.Y;
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ctz.X *= (float)Math.Sqrt(1 - m_collideNormal.X * m_collideNormal.X);
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@ -1276,7 +1283,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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{
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// if velocity is zero, use position control; otherwise, velocity control
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if (tviszero && m_iscolliding && !flying)
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if (tviszero && m_iscolliding && !m_flying)
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{
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// keep track of where we stopped. No more slippin' & slidin'
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if (!_zeroFlag)
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@ -1313,7 +1320,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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if (m_iscolliding)
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{
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if (!flying)
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if (!m_flying)
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{
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// we are on a surface
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if (ctz.Z > 0f)
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@ -1361,7 +1368,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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}
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else // ie not colliding
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{
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if (flying || hoverPIDActive) //(!m_iscolliding && flying)
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if (m_flying || hoverPIDActive) //(!m_iscolliding && flying)
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{
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// we're in mid air suspended
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vec.X += (ctz.X - vel.X) * (PID_D);
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@ -1397,13 +1404,13 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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breakfactor = m_mass;
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vec.X -= breakfactor * vel.X;
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vec.Y -= breakfactor * vel.Y;
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if (flying)
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if (m_flying)
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vec.Z -= 0.5f * breakfactor * vel.Z;
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else
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vec.Z -= .16f* m_mass * vel.Z;
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}
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if (flying || hoverPIDActive)
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if (m_flying || hoverPIDActive)
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{
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vec.Z -= m_parent_scene.gravityz * m_mass;
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@ -951,8 +951,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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SharedTmpcontact.surface.mu = mu;
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SharedTmpcontact.surface.bounce = bounce;
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d.ContactGeom altContact = new d.ContactGeom();
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bool useAltcontact = false;
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bool noskip = true;
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if(dop1ava || dop2ava)
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@ -961,11 +959,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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while (true)
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{
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noskip = true;
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useAltcontact = false;
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if (dop1ava)
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{
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if ((((OdeCharacter)p1).Collide(g1, g2, false, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision)))
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if ((((OdeCharacter)p1).Collide(g1, g2, false, ref curContact, ref FeetCollision)))
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{
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if (p2.PhysicsActorType == (int)ActorTypes.Agent)
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{
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@ -980,7 +977,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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}
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else if (dop2ava)
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{
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if ((((OdeCharacter)p2).Collide(g2, g1, true, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision)))
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if ((((OdeCharacter)p2).Collide(g2, g1, true, ref curContact, ref FeetCollision)))
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{
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if (p1.PhysicsActorType == (int)ActorTypes.Agent)
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{
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@ -996,9 +993,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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if (noskip)
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{
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if(useAltcontact)
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Joint = CreateContacJoint(ref altContact,smoothMesh);
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else
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Joint = CreateContacJoint(ref curContact,smoothMesh);
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if (Joint == IntPtr.Zero)
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@ -61,7 +61,6 @@
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; osslParcelOG = "PARCEL_GROUP_MEMBER,PARCEL_OWNER,"
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; NPC macros
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; There are a block of macros to creating and controlling NPCs.
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; These can be mis-used so limit use to those you can trust.
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osslNPC = ${XEngine|osslParcelOG}ESTATE_MANAGER,ESTATE_OWNER
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