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change sp delayed stop
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@@ -8249,11 +8249,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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Math.Abs(x.CameraAtAxis.X - m_thisAgentUpdateArgs.CameraAtAxis.X) > VDELTA ||
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Math.Abs(x.CameraAtAxis.Y - m_thisAgentUpdateArgs.CameraAtAxis.Y) > VDELTA ||
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//Math.Abs(x.CameraAtAxis.Z - m_thisAgentUpdateArgs.CameraAtAxis.Z) > VDELTA ||
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Math.Abs(x.CameraUpAxis.X - m_thisAgentUpdateArgs.CameraUpAxis.X) > VDELTA ||
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Math.Abs(x.CameraUpAxis.Y - m_thisAgentUpdateArgs.CameraUpAxis.Y) > VDELTA
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//Math.Abs(x.CameraLeftAxis.Z - m_thisAgentUpdateArgs.CameraLeftAxis.Z) > VDELTA ||
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);
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}
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@@ -2707,7 +2707,7 @@ namespace OpenSim.Region.Framework.Scenes
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//update_movementflag |= (MovementFlags ^ oldflags) != 0;
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update_movementflag = true;
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if (m_delayedStop < 0 && (flags & (ACFlags.AGENT_CONTROL_FAST_AT | ACFlags.AGENT_CONTROL_FAST_UP)) == 0)
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if (!m_setAlwaysRun && (flags & (ACFlags.AGENT_CONTROL_FAST_AT | ACFlags.AGENT_CONTROL_FAST_UP)) == 0)
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agent_velocity = AgentControlMidVel;
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if ((MovementFlags & CONTROL_FLAG_NUDGE_MASK) != 0)
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@@ -3722,7 +3722,7 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}",
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// vec, Rotation, thisAddSpeedModifier, Name);
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//m_delayedStop = -1;
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m_delayedStop = -1;
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// rotate from avatar coord space to world
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Quaternion rot = Rotation;
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if (!Flying && !IsNPC)
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@@ -3783,8 +3783,8 @@ namespace OpenSim.Region.Framework.Scenes
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#region Overridden Methods
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const float ROTATION_TOLERANCE = 0.005f;
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const float VELOCITY_TOLERANCE = 0.005f;
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const float ROTATION_TOLERANCE = 0.01f;
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const float VELOCITY_TOLERANCE = 0.1f;
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const float LOWVELOCITYSQ = 0.1f;
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const float POSITION_LARGETOLERANCE = 5f;
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const float POSITION_SMALLTOLERANCE = 0.05f;
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@@ -3817,7 +3817,10 @@ namespace OpenSim.Region.Framework.Scenes
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if(IsSatOnObject)
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m_delayedStop = -1;
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else if(Util.GetTimeStampMS() > m_delayedStop)
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{
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m_delayedStop = -1;
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AddNewMovement(Vector3.Zero, 0);
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}
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}
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if (Appearance.AvatarSize.NotEqual(m_lastSize))
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