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* Send an avatar update to other clients when an avatar rotates, as well as when it moves
* This should fix a long standing issue where you often wouldn't see other people simply turn around without moving at all * Arguably lastPhysRot (to mirror lastPhysPos) is not a good name, may change variable names later
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@@ -2339,7 +2339,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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/// <summary>
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///
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/// Send a terse positional/rotation/velocity update about an avatar to the client. This avatar can be that of
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/// the client itself.
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/// </summary>
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/// <param name="regionHandle"></param>
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/// <param name="timeDilation"></param>
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@@ -2352,6 +2353,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (rotation.X == rotation.Y && rotation.Y == rotation.Z && rotation.Z == rotation.W && rotation.W == 0)
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rotation = Quaternion.Identity;
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//m_log.DebugFormat("[CLIENT]: Sending rotation {0} for {1} to {2}", rotation, localID, Name);
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ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseBlock =
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CreateAvatarImprovedBlock(localID, position, velocity, rotation);
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ImprovedTerseObjectUpdatePacket terse = (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ImprovedTerseObjectUpdate);
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