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* committing what I've got so far for DuplicateOnRay so I don't fight the conflict monster later. Not done yet, doesn't crash the server.
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@@ -853,7 +853,7 @@ namespace OpenSim.Region.Environment.Scenes
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return null;
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}
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public EntityIntersection GetClosestIntersectingPrim(Ray hray, bool frontFacesOnly)
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public EntityIntersection GetClosestIntersectingPrim(Ray hray, bool frontFacesOnly, bool faceCenters)
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{
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// Primitive Ray Tracing
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float closestDistance = 280f;
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@@ -863,7 +863,7 @@ namespace OpenSim.Region.Environment.Scenes
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if (ent is SceneObjectGroup)
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{
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SceneObjectGroup reportingG = (SceneObjectGroup)ent;
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EntityIntersection result = reportingG.TestIntersection(hray, frontFacesOnly);
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EntityIntersection result = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters);
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if (result.HitTF)
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{
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if (result.distance < closestDistance)
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