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cosmetics
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@@ -3631,7 +3631,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (target is not null && target2 is not null)
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{
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Vector3 direction = Vector3.Normalize(RayEnd - RayStart);
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Vector3 direction = RayEnd - RayStart;
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direction.Normalize();
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//pos = target2.AbsolutePosition;
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//m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString());
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@@ -3639,7 +3640,7 @@ namespace OpenSim.Region.Framework.Scenes
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// TODO: Raytrace better here
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//EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
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Ray NewRay = new(RayStart,direction);
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Ray NewRay = new(RayStart, direction);
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// Ray Trace against target here
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EntityIntersection ei = target2.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, CopyCenters);
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@@ -4798,7 +4799,7 @@ Label_GroupsDone:
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{
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sp = GetScenePresence(agentID);
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if (sp is null)
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if (sp is null || sp.IsDeleted)
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{
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// If there is no scene presence, we may be handling a dead
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// client. These can keep an avatar from reentering a region
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@@ -4815,7 +4816,7 @@ Label_GroupsDone:
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// need to try this again, bc client close may had not done it
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m_authenticateHandler?.RemoveCircuit(agentID);
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m_clientManager.Remove(agentID);
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m_clientManager?.Remove(agentID);
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m_capsModule?.RemoveCaps(agentID, 0);
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return ret;
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@@ -4771,7 +4771,7 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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CopyFrom(cAgentData);
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m_updateAgentReceivedAfterTransferEvent.Set();
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m_updateAgentReceivedAfterTransferEvent?.Set();
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}
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private static Vector3 marker = new(-1f, -1f, -1f);
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