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duhhh npcs don't have child agents; plus minor typos
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@@ -3072,10 +3072,14 @@ namespace OpenSim.Region.Framework.Scenes
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Vector2 regionSize;
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regionSize = new Vector2(m_scene.RegionInfo.RegionSizeX, m_scene.RegionInfo.RegionSizeY);
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if (pos.X < 0 || pos.X >= regionSize.X
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|| pos.Y < 0 || pos.Y >= regionSize.Y
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|| pos.Z < 0)
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return;
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if (pos.X < 0.5f)
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pos.X = 0.5f;
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else if (pos.X > regionSize.X - 0.5f)
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pos.X = regionSize.X - 0.5f;
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if (pos.Y < 0.5f)
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pos.Y = 0.5f;
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else if (pos.Y > regionSize.Y - 0.5f)
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pos.Y = regionSize.Y - 0.5f;
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float terrainHeight;
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Scene targetScene = m_scene;
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@@ -4405,6 +4409,9 @@ namespace OpenSim.Region.Framework.Scenes
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m_scene.EventManager.TriggerSignificantClientMovement(this);
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}
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if(IsNPC)
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return;
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// updates priority recalc
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checkRePrioritization();
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@@ -6720,7 +6727,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
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continue;
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// only those on previus parcel need receive kills
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// only those on previous parcel need receive kills
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if (previusParcelID == p.currentParcelUUID)
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{
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if(!p.IsViewerUIGod)
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@@ -556,7 +556,7 @@ namespace OpenSim.Region.Framework.Scenes
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sb[27].StatID = (uint)Stats.PhysicsLodTasks;
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sb[27].StatValue = 0;
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sb[28].StatID = (uint)Stats.ScriptEps; // we actuall have this, but not messing array order AGAIN
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sb[28].StatID = (uint)Stats.ScriptEps; // we actually have this, but not messing array order AGAIN
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sb[28].StatValue = (float)Math.Round(m_scriptEventsPerSecond * updateTimeFactor);
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sb[29].StatID = (uint)Stats.SimAIStepTimeMS;
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