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try to make child presence know its root region. Incomplete, some paths dont send the information.
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@@ -990,7 +990,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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sp.HasMovedAway(nearRegion);
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// Now let's make it officially a child agent
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sp.MakeChildAgent();
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sp.MakeChildAgent(destinationHandle);
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// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
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@@ -1009,11 +1009,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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sp.Scene.CloseAgent(sp.UUID, false);
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}
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/*
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else
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{
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// now we have a child agent in this region.
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sp.Reset();
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}
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*/
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}
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private void TransferAgent_V2(ScenePresence sp, AgentCircuitData agentCircuit, GridRegion reg, GridRegion finalDestination,
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@@ -1158,7 +1160,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// KillEntity(sp.Scene, sp.LocalId);
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// Now let's make it officially a child agent
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sp.MakeChildAgent();
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sp.MakeChildAgent(destinationHandle);
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// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
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if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
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@@ -1182,11 +1184,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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sp.Scene.CloseAgent(sp.UUID, false);
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}
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/*
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else
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{
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// now we have a child agent in this region.
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sp.Reset();
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}
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*/
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}
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/// <summary>
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@@ -1792,7 +1796,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// AgentHasMovedAway(agent, true);
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agent.MakeChildAgent();
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agent.MakeChildAgent(neighbourRegion.RegionHandle);
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// FIXME: Possibly this should occur lower down after other commands to close other agents,
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// but not sure yet what the side effects would be.
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@@ -1869,7 +1873,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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AgentCircuitData agent = sp.ControllingClient.RequestClientInfo();
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agent.BaseFolder = UUID.Zero;
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agent.InventoryFolder = UUID.Zero;
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agent.startpos = new Vector3(128, 128, 70);
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agent.startpos = sp.AbsolutePosition + CalculateOffset(sp, region);
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agent.child = true;
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agent.Appearance = new AvatarAppearance();
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