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Partial fix for the "avatars permanently facing east" - now the rotation
is set correctly, but only with the movement of the avatar. The in-place rotation updates need a little bit of more thought, and will be in a separate commit.
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@@ -372,7 +372,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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this.bodyRot = q;
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update_rotation = true;
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}
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}
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foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof(Dir_ControlFlags)))
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{
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if ((flags & (uint)DCF) != 0)
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@@ -495,7 +495,12 @@ namespace OpenSim.Region.Environment.Scenes
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{
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LLVector3 pos = this.AbsolutePosition;
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LLVector3 vel = this.Velocity;
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RemoteClient.SendAvatarTerseUpdate(this.m_regionHandle, 64096, this.LocalId, new LLVector3(pos.X, pos.Y, pos.Z), new LLVector3(vel.X, vel.Y, vel.Z));
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LLQuaternion rot;
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rot.X = this.bodyRot.x;
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rot.Y = this.bodyRot.y;
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rot.Z = this.bodyRot.z;
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rot.W = this.bodyRot.w;
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RemoteClient.SendAvatarTerseUpdate(this.m_regionHandle, 64096, this.LocalId, new LLVector3(pos.X, pos.Y, pos.Z), new LLVector3(vel.X, vel.Y, vel.Z), rot);
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}
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/// <summary>
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