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fix NeighborRegions code
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@@ -1147,7 +1147,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Past this point we have to attempt clean up if the teleport fails, so update transfer state.
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
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// We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator,
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// where that neighbour simulator could otherwise request a child agent create on the source which then
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// closes our existing agent which is still signalled as root.
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@@ -2184,7 +2183,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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int shifty = (rRegionY - tRegionY) * (int)Constants.RegionSize;
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return new Vector3(shiftx, shifty, 0f);
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*/
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return new Vector3( sp.Scene.RegionInfo.WorldLocX - neighbour.RegionLocX,
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return new Vector3(sp.Scene.RegionInfo.WorldLocX - neighbour.RegionLocX,
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sp.Scene.RegionInfo.WorldLocY - neighbour.RegionLocY,
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0f);
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}
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@@ -2496,10 +2495,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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uint startY = Util.RegionToWorldLoc(pRegionLocY) + m_regionInfo.RegionSizeY / 2;
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uint endY = startY;
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startX -= dd;
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startY -= dd;
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endX += dd;
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endY += dd;
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startX -= ddX;
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startY -= ddY;
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endX += ddX;
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endY += ddY;
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neighbours
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= avatar.Scene.GridService.GetRegionRange(
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