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more cosmetics
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@@ -557,18 +557,18 @@ namespace OpenSim.Region.ScriptEngine.Yengine
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// CallMode_NORMAL: run event handler from the beginning normally
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// CallMode_RESTORE: restore event handler stack from stackFrames
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callMode = (stackFrames == null) ? XMRInstAbstract.CallMode_NORMAL :
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callMode = (stackFrames is null) ? XMRInstAbstract.CallMode_NORMAL :
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XMRInstAbstract.CallMode_RESTORE;
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while(true)
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{
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if(this.newStateCode < 0)
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if(newStateCode < 0)
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{
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// Process event given by 'stateCode' and 'eventCode'.
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// The event handler should call CheckRun() as often as convenient.
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int newState = this.stateCode;
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seh = this.m_ObjCode.scriptEventHandlerTable[newState, (int)this.eventCode];
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if(seh != null)
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int newState = stateCode;
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seh = m_ObjCode.scriptEventHandlerTable[newState, (int)eventCode];
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if(seh is not null)
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{
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try
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{
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@@ -579,25 +579,25 @@ namespace OpenSim.Region.ScriptEngine.Yengine
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newState = scse.newState;
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}
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}
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this.ehArgs = null; // we are done with them and no args for
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ehArgs = null; // we are done with them and no args for
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// exit_state()/enter_state() anyway
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// The usual case is no state change.
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// Even a 'state <samestate>;' statement has no effect except to exit out.
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// It does not execute the state_exit() or state_entry() handlers.
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// See http://wiki.secondlife.com/wiki/State
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if(newState == this.stateCode)
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if(newState == stateCode)
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break;
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// Save new state in a more permanent location in case we
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// get serialized out while in the state_exit() handler.
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this.newStateCode = newState;
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newStateCode = newState;
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}
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// Call old state's state_exit() handler.
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this.eventCode = ScriptEventCode.state_exit;
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seh = this.m_ObjCode.scriptEventHandlerTable[this.stateCode, (int)ScriptEventCode.state_exit];
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if(seh != null)
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eventCode = ScriptEventCode.state_exit;
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seh = m_ObjCode.scriptEventHandlerTable[stateCode, (int)ScriptEventCode.state_exit];
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if(seh is not null)
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{
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try
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{
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@@ -605,24 +605,25 @@ namespace OpenSim.Region.ScriptEngine.Yengine
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}
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catch(ScriptChangeStateException scse)
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{
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this.newStateCode = scse.newState;
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newStateCode = scse.newState;
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}
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}
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// Switch over to the new state's state_entry() handler.
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this.stateCode = this.newStateCode;
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this.eventCode = ScriptEventCode.state_entry;
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this.newStateCode = -1;
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stateCode = newStateCode;
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eventCode = ScriptEventCode.state_entry;
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newStateCode = -1;
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// Now that the old state can't possibly start any more activity,
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// cancel any listening handlers, etc, of the old state.
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this.StateChange();
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StateChange();
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// Loop back to execute new state's state_entry() handler.
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}
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// Event no longer being processed.
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this.eventCode = ScriptEventCode.None;
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stackFrames = null;
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eventCode = ScriptEventCode.None;
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}
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/**
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