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* Some Physics Scene Changes to prepare for larger regions
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@@ -161,7 +161,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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else
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{
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_position = new PhysicsVector(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), parent_scene.GetTerrainHeightAtXY(128, 128) + 10);
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_position = new PhysicsVector(((int)_parent_scene.WorldExtents.X * 0.5f), ((int)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128, 128) + 10);
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m_taintPosition.X = _position.X;
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m_taintPosition.Y = _position.Y;
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m_taintPosition.Z = _position.Z;
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@@ -1096,8 +1096,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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// kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
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if (vec.X < 0.0f) vec.X = 0.0f;
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if (vec.Y < 0.0f) vec.Y = 0.0f;
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if (vec.X > (int)Constants.RegionSize - 0.05f) vec.X = (int)Constants.RegionSize - 0.05f;
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if (vec.Y > (int)Constants.RegionSize - 0.05f) vec.Y = (int)Constants.RegionSize - 0.05f;
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if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
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if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
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_position.X = vec.X;
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_position.Y = vec.Y;
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