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* Tweaking collision reporting a little more in ScenePresence to not check if the collisions will affect health if the avatar is invulnerable. (saves 3 loops)
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@@ -3217,7 +3217,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Event called by the physics plugin to tell the avatar about a collision.
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// Event called by the physics plugin to tell the avatar about a collision.
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private void PhysicsCollisionUpdate(EventArgs e)
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private void PhysicsCollisionUpdate(EventArgs e)
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{
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{
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if (e == null)
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if ((e == null) || m_invulnerable)
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return;
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return;
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CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
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CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
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Dictionary<uint, float> coldata = collisionData.m_objCollisionList;
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Dictionary<uint, float> coldata = collisionData.m_objCollisionList;
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@@ -308,7 +308,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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if (m_wascolliding != m_iscolliding)
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if (m_wascolliding != m_iscolliding)
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{
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{
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base.SendCollisionUpdate(new CollisionEventUpdate());
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//base.SendCollisionUpdate(new CollisionEventUpdate());
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}
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}
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m_wascolliding = m_iscolliding;
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m_wascolliding = m_iscolliding;
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}
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}
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@@ -362,7 +362,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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if (m_wascollidingGround != m_iscollidingGround)
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if (m_wascollidingGround != m_iscollidingGround)
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{
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{
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base.SendCollisionUpdate(new CollisionEventUpdate());
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//base.SendCollisionUpdate(new CollisionEventUpdate());
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}
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}
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m_wascollidingGround = m_iscollidingGround;
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m_wascollidingGround = m_iscollidingGround;
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}
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}
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