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mess around with prioritizer
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@@ -587,7 +587,6 @@ namespace OpenSim.Framework
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{
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private ISceneEntity m_entity;
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private PrimUpdateFlags m_flags;
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private int m_updateTime;
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public ISceneEntity Entity
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{
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@@ -599,41 +598,29 @@ namespace OpenSim.Framework
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get { return m_flags; }
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}
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public int UpdateTime
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public virtual void Update()
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{
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get { return m_updateTime; }
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// we are on the new one
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if (m_flags.HasFlag(PrimUpdateFlags.CancelKill))
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m_flags = PrimUpdateFlags.FullUpdatewithAnim;
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}
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public virtual void Update(EntityUpdate oldupdate)
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{
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// we are on the new one
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PrimUpdateFlags updateFlags = oldupdate.Flags;
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if(m_flags.HasFlag(PrimUpdateFlags.CancelKill))
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if (m_flags.HasFlag(PrimUpdateFlags.CancelKill))
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{
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m_flags = PrimUpdateFlags.FullUpdatewithAnim;
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}
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else if(updateFlags.HasFlag(PrimUpdateFlags.Kill))
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return;
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else // kill case will just merge in
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else
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m_flags |= updateFlags;
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// Use the older of the updates as the updateTime
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if (Util.EnvironmentTickCountCompare(UpdateTime, oldupdate.UpdateTime) > 0)
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m_updateTime = oldupdate.UpdateTime;
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}
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public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags)
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{
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m_entity = entity;
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m_flags = flags;
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m_updateTime = Util.EnvironmentTickCount();
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}
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public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags, Int32 updateTime)
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{
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m_entity = entity;
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m_flags = flags;
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m_updateTime = updateTime;
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}
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}
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@@ -694,7 +681,7 @@ namespace OpenSim.Framework
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FullUpdatewithAnim = FullUpdate | Animations,
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SendInTransit = 0x20000000, // 1 << 29
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CancelKill = 0x41ffffff, // 1 << 30
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CancelKill = 0x40000000, // 1 << 30
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Kill = 0x80000000 // 1 << 31
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}
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