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It wasn't me who messed up flying when adding a test NPC class. (honestly!)
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@@ -47,6 +47,9 @@ namespace SimpleApp
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AssetCache assetCache = new AssetCache(assetServer);
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ScenePresence.LoadTextureFile("avatar-texture.dat");
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ScenePresence.PhysicsEngineFlying = true;
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PhysicsManager physManager = new PhysicsManager();
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physManager.LoadPlugins();
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@@ -65,7 +68,7 @@ namespace SimpleApp
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world = new MyWorld( regionInfo, m_circuitManager, communicationsManager, assetCache, storeMan, httpServer);
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world.PhysScene = physManager.GetPhysicsScene("basicphysics"); //PhysicsScene.Null;
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world.LoadWorldMap();
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world.PhysScene.SetTerrain(world.Terrain.getHeights1D());
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@@ -81,6 +84,8 @@ namespace SimpleApp
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world.ParcelManager.NoParcelDataFromStorage();
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}
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world.StartTimer();
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PrimitiveBaseShape shape = PrimitiveBaseShape.DefaultBox();
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shape.Scale = new LLVector3(0.5f, 0.5f, 0.5f);
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LLVector3 pos = new LLVector3(138, 129, 27);
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@@ -91,8 +96,6 @@ namespace SimpleApp
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m_character = new MyNpcCharacter();
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world.AddNewClient(m_character, false);
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world.StartTimer();
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m_log.WriteLine(LogPriority.NORMAL, "Press enter to quit.");
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m_log.ReadLine();
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