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* Changes the timstep of the bullet world
* Enables border crossings when using the BulletDotNETPlugin * Enabled variable time steps in BulletDotNETPlugin * Still no 'linked physical objects' yet * Still no script engine integration
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@@ -1019,10 +1019,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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PhysicsVector vec = new PhysicsVector(tempVector1.getX(),tempVector1.getY(),tempVector1.getZ());
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// kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
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if (vec.X < 0.0f) vec.X = 0.0f;
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if (vec.Y < 0.0f) vec.Y = 0.0f;
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if (vec.X > (int)Constants.RegionSize - 0.2f) vec.X = (int)Constants.RegionSize - 0.2f;
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if (vec.Y > (int)Constants.RegionSize - 0.2f) vec.Y = (int)Constants.RegionSize - 0.2f;
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if (vec.X < -10.0f) vec.X = 0.0f;
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if (vec.Y < -10.0f) vec.Y = 0.0f;
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if (vec.X > (int)Constants.RegionSize + 10.2f) vec.X = (int)Constants.RegionSize + 10.2f;
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if (vec.Y > (int)Constants.RegionSize + 10.2f) vec.Y = (int)Constants.RegionSize + 10.2f;
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m_position.X = vec.X;
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m_position.Y = vec.Y;
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