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add more test code to make usage od compressed updates etc. Should be disable, but well many things can go wrong.
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@@ -602,16 +602,26 @@ namespace OpenSim.Framework
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{
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// we are on the new one
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if (m_flags.HasFlag(PrimUpdateFlags.CancelKill))
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m_flags = PrimUpdateFlags.FullUpdatewithAnim;
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{
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if (m_flags.HasFlag(PrimUpdateFlags.UpdateProbe))
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m_flags = PrimUpdateFlags.UpdateProbe;
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else
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m_flags = PrimUpdateFlags.FullUpdatewithAnim;
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}
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}
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public virtual void Update(EntityUpdate oldupdate)
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{
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// we are on the new one
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PrimUpdateFlags updateFlags = oldupdate.Flags;
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if (updateFlags.HasFlag(PrimUpdateFlags.UpdateProbe))
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updateFlags &= ~PrimUpdateFlags.UpdateProbe;
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if (m_flags.HasFlag(PrimUpdateFlags.CancelKill))
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{
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m_flags = PrimUpdateFlags.FullUpdatewithAnim;
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if(m_flags.HasFlag(PrimUpdateFlags.UpdateProbe))
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m_flags = PrimUpdateFlags.UpdateProbe;
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else
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m_flags = PrimUpdateFlags.FullUpdatewithAnim;
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}
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else
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m_flags |= updateFlags;
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@@ -679,6 +689,7 @@ namespace OpenSim.Framework
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FullUpdatewithAnim = FullUpdate | Animations,
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UpdateProbe = 0x10000000, // 1 << 28
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SendInTransit = 0x20000000, // 1 << 29
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CancelKill = 0x40000000, // 1 << 30
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Kill = 0x80000000 // 1 << 31
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@@ -805,7 +816,7 @@ namespace OpenSim.Framework
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event TeleportCancel OnTeleportCancel;
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event DeRezObject OnDeRezObject;
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event RezRestoreToWorld OnRezRestoreToWorld;
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event Action<IClientAPI> OnRegionHandShakeReply;
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event Action<IClientAPI, uint> OnRegionHandShakeReply;
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event GenericCall1 OnRequestWearables;
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event Action<IClientAPI, bool> OnCompleteMovementToRegion;
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