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Fix a type (Suports => Supports). Also put the normal terrain collision check
into the physics check patch for now since physics doesn't properly return land for some reason (as tested by Nebadon)
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@@ -12209,7 +12209,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
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if (World.SuportsRayCastFiltered())
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if (World.SupportsRayCastFiltered())
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{
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if (dist == 0)
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return list;
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@@ -12272,13 +12272,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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else
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{
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if (checkTerrain)
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{
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ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
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if (groundContact != null)
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results.Add((ContactResult)groundContact);
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}
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if (checkAgents)
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{
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ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
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@@ -12294,6 +12287,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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}
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if (checkTerrain)
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{
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ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
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if (groundContact != null)
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results.Add((ContactResult)groundContact);
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}
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results.Sort(delegate(ContactResult a, ContactResult b)
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{
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return a.Depth.CompareTo(b.Depth);
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