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Simplified IsInTransit property on ScenePresence and removed InTransit() which called IsInTransit=true which called m_inTransit=true. Also removed NotInTransit().
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@@ -699,7 +699,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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else
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{
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agent.InTransit();
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agent.IsInTransit = true;
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neighboury = b.TriggerRegionY;
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neighbourx = b.TriggerRegionX;
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@@ -722,7 +722,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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else
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{
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agent.InTransit();
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agent.IsInTransit = true;
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neighboury = ba.TriggerRegionY;
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neighbourx = ba.TriggerRegionX;
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@@ -756,7 +756,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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else
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{
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agent.InTransit();
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agent.IsInTransit = true;
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neighboury = ba.TriggerRegionY;
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neighbourx = ba.TriggerRegionX;
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@@ -788,7 +788,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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else
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{
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agent.InTransit();
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agent.IsInTransit = true;
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neighboury = b.TriggerRegionY;
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neighbourx = b.TriggerRegionX;
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@@ -876,7 +876,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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return false;
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}
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agent.InTransit();
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agent.IsInTransit = true;
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CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
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d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
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@@ -1066,7 +1066,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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agent.RestoreInCurrentScene();
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// In any case
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agent.NotInTransit();
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agent.IsInTransit = false;
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//m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
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}
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