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Move "StopFlying()" into LLSpace. Try to reinstate the carefully crafted packet
we used to send before slimupdates and explicitly send it
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@@ -11843,5 +11843,45 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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dialog.Buttons = buttons;
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OutPacket(dialog, ThrottleOutPacketType.Task);
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}
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public void StopFlying(ISceneEntity p)
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{
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ScenePresence presence = p as ScenePresence;
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// It turns out to get the agent to stop flying, you have to feed it stop flying velocities
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// There's no explicit message to send the client to tell it to stop flying.. it relies on the
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// velocity, collision plane and avatar height
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// Add 1/6 the avatar's height to it's position so it doesn't shoot into the air
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// when the avatar stands up
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Vector3 pos = presence.AbsolutePosition;
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if (presence.Appearance.AvatarHeight != 127.0f)
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pos += new Vector3(0f, 0f, (presence.Appearance.AvatarHeight / 6f));
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else
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pos += new Vector3(0f, 0f, (1.56f / 6f));
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presence.AbsolutePosition = pos;
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ImprovedTerseObjectUpdatePacket.ObjectDataBlock block =
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CreateImprovedTerseBlock(p, false);
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const float TIME_DILATION = 1.0f;
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ushort timeDilation = Utils.FloatToUInt16(TIME_DILATION, 0.0f, 1.0f);
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ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
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packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
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packet.RegionData.TimeDilation = timeDilation;
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packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[1];
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packet.ObjectData[0] = block;
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OutPacket(packet, ThrottleOutPacketType.Task, true);
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//ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
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// AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient)));
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}
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}
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}
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