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minor: style adjustments in SensorRepeat, mainly related to patch from stoehr
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@@ -222,7 +222,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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// Is the sensor type is AGENT and not SCRIPTED then include agents
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if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0)
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{
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sensedEntities.AddRange(doAgentSensor(ts));
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sensedEntities.AddRange(doAgentSensor(ts));
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}
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// If SCRIPTED or PASSIVE or ACTIVE check objects
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@@ -333,8 +333,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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// Position of a sensor in a child prim attached to an avatar
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// will be still wrong.
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ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
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q = avatar.Rotation*q;
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q = avatar.Rotation * q;
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}
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LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
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LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
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double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
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@@ -462,7 +463,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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// Position of a sensor in a child prim attached to an avatar
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// will be still wrong.
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ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
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q = avatar.Rotation*q;
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q = avatar.Rotation * q;
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}
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LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
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