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cosmetics
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@@ -5007,6 +5007,9 @@ Label_GroupsDone:
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public bool CrossAgentToNewRegion(ScenePresence agent, bool isFlying)
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{
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if(!AllowAvatarCrossing)
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return false;
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if (EntityTransferModule != null)
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{
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return EntityTransferModule.Cross(agent, isFlying);
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@@ -2696,30 +2696,26 @@ namespace OpenSim.Region.Framework.Scenes
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float agent_velocity = AgentControlNormalVel;
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bool bAllowUpdateMoveToPosition = false;
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uint currflags = (uint)flags & (CONTROL_FLAG_NUDGE_MASK | CONTROL_FLAG_NORM_MASK);
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uint oldflags = MovementFlag & (CONTROL_FLAG_NUDGE_MASK | CONTROL_FLAG_NORM_MASK);
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MovementFlag &= ~(CONTROL_FLAG_NUDGE_MASK | CONTROL_FLAG_NORM_MASK);
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uint oldflags = MovementFlags & (CONTROL_FLAG_NUDGE_MASK | CONTROL_FLAG_NORM_MASK);
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MovementFlags = (uint)flags & (CONTROL_FLAG_NUDGE_MASK | CONTROL_FLAG_NORM_MASK);
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if (currflags != 0)
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if (MovementFlags != 0)
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{
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DCFlagKeyPressed = true;
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mvToTarget = false;
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MovementFlag |= currflags;
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//update_movementflag |= (currflags ^ oldflags) != 0;
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//update_movementflag |= (MovementFlags ^ oldflags) != 0;
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update_movementflag = true;
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if (m_delayedStop < 0 && (flags & (ACFlags.AGENT_CONTROL_FAST_AT | ACFlags.AGENT_CONTROL_FAST_UP)) == 0)
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agent_velocity = AgentControlMidVel;
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if ((currflags & CONTROL_FLAG_NUDGE_MASK) != 0)
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{
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currflags |= (currflags >>= 19);
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}
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if ((MovementFlags & CONTROL_FLAG_NUDGE_MASK) != 0)
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MovementFlags |= (MovementFlags >> 19);
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for (int i = 0, mask = 1; i < 6; ++i, mask <<= 1)
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{
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if((currflags & mask) != 0)
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if((MovementFlags & mask) != 0)
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agent_control_v3 += Dir_Vectors[i];
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}
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}
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@@ -2816,7 +2812,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (AgentControlStopActive)
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{
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//if (MovementFlag == 0 && Animator.Falling)
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if (MovementFlag == 0 && Animator.currentControlState == ScenePresenceAnimator.motionControlStates.falling)
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if (MovementFlags == 0 && Animator.currentControlState == ScenePresenceAnimator.motionControlStates.falling)
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{
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AddNewMovement(agent_control_v3, AgentControlStopSlowVel, true);
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}
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@@ -2832,10 +2828,10 @@ namespace OpenSim.Region.Framework.Scenes
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AddNewMovement(agent_control_v3, agent_velocity);
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else
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{
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if (MovementFlag != 0)
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if (MovementFlags != 0)
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AddNewMovement(agent_control_v3, agent_velocity);
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else
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m_delayedStop = Util.GetTimeStampMS() + 200.0;
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m_delayedStop = Util.GetTimeStampMS() + 250.0;
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}
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}
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}
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@@ -3004,8 +3000,8 @@ namespace OpenSim.Region.Framework.Scenes
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const uint noMovFlagsMask = (uint)(~CONTROL_FLAG_NORM_MASK);
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MovementFlag &= noMovFlagsMask;
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MovementFlag |= tmpAgentControlFlags;
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MovementFlags &= noMovFlagsMask;
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MovementFlags |= tmpAgentControlFlags;
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m_AgentControlFlags &= unchecked((ACFlags)noMovFlagsMask);
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m_AgentControlFlags |= (ACFlags)tmpAgentControlFlags;
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@@ -3726,7 +3722,7 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}",
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// vec, Rotation, thisAddSpeedModifier, Name);
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m_delayedStop = -1;
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//m_delayedStop = -1;
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// rotate from avatar coord space to world
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Quaternion rot = Rotation;
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if (!Flying && !IsNPC)
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