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add EXPERIMENTAL osObjectTeleport(LSL_Key objectUUID, LSL_Vector targetPos, LSL_Rotation rotation, LSL_Integer stop)
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@@ -853,6 +853,91 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
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}
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*/
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public void ObjectTeleport(UUID sourceID, Vector3 targetPosition, Quaternion rotation, bool stop)
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{
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if(inTransit || IsDeleted || IsAttachmentCheckFull() || IsSelected || Scene == null)
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return;
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inTransit = true;
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PhysicsActor pa = RootPart.PhysActor;
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if(pa == null || RootPart.KeyframeMotion != null /*|| m_sittingAvatars.Count == 0*/)
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{
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inTransit = false;
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return;
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}
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if(Scene.PositionIsInCurrentRegion(targetPosition))
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{
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if(Scene.InTeleportTargetsCoolDown(UUID, sourceID, 1.0))
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{
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inTransit = false;
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return;
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}
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Vector3 curPos = AbsolutePosition;
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ILandObject curLand = Scene.LandChannel.GetLandObject(curPos.X, curPos.Y);
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float posX = targetPosition.X;
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float posY = targetPosition.Y;
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ILandObject land = Scene.LandChannel.GetLandObject(posX, posY);
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if(land != null && land != curLand)
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{
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if(!Scene.Permissions.CanObjectEnterWithScripts(this, land))
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{
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inTransit = false;
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return;
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}
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UUID agentID;
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foreach (ScenePresence av in m_sittingAvatars)
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{
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agentID = av.UUID;
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if(land.IsRestrictedFromLand(agentID) || land.IsBannedFromLand(agentID))
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{
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inTransit = false;
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return;
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}
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}
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}
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if(stop)
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RootPart.Stop();
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else
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{
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rotation.Normalize();
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if(Math.Abs(rotation.W) < 0.999)
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{
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Quaternion rot = RootPart.RotationOffset;
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Vector3 vel = RootPart.Velocity;
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Vector3 avel = RootPart.AngularVelocity;
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Vector3 acc = RootPart.Acceleration;
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rot *= rotation;
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vel *= rotation;
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avel *= rotation;
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acc *= rotation;
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RootPart.RotationOffset = rot;
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RootPart.Velocity = vel;
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RootPart.AngularVelocity = avel;
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RootPart.Acceleration = acc;
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}
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}
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Vector3 s = RootPart.Scale * RootPart.RotationOffset;
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float h = Scene.GetGroundHeight(posX, posY) + 0.5f * (float)Math.Abs(s.Z) + 0.01f;
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if(targetPosition.Z < h)
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targetPosition.Z = h;
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inTransit = false;
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AbsolutePosition = targetPosition;
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RootPart.ScheduleTerseUpdate();
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return;
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}
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inTransit = false;
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}
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public override Vector3 Velocity
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{
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get { return RootPart.Velocity; }
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