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Each Region will now generate a texture image of their terrain and this will be used by the map. Note: Currently each region generates a new image every time they start; even if the terrain is read from the database. And also they don't update it when the terrain changes.
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@@ -365,22 +365,22 @@ namespace OpenSim
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public void SendLocalTeleport(LLVector3 position, LLVector3 lookAt, uint flags)
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{
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TeleportLocalPacket tpLocal2 = new TeleportLocalPacket();
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tpLocal2.Info.AgentID = this.AgentID;
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tpLocal2.Info.TeleportFlags = flags;
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tpLocal2.Info.LocationID = 2;
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tpLocal2.Info.LookAt = lookAt;
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tpLocal2.Info.Position = position;
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OutPacket(tpLocal2);
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TeleportLocalPacket tpLocal = new TeleportLocalPacket();
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tpLocal.Info.AgentID = this.AgentID;
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tpLocal.Info.TeleportFlags = flags;
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tpLocal.Info.LocationID = 2;
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tpLocal.Info.LookAt = lookAt;
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tpLocal.Info.Position = position;
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OutPacket(tpLocal);
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}
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public void SendRegionTeleport(ulong regionHandle, byte simAccess, string ipAddress, ushort ipPort, uint locationID, uint flags)
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{
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TeleportFinishPacket Teleport = new TeleportFinishPacket();
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Teleport.Info.AgentID = this.AgentID;
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Teleport.Info.RegionHandle = regionHandle;
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Teleport.Info.SimAccess = simAccess;
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Teleport.Info.SeedCapability = new byte[0];
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TeleportFinishPacket teleport = new TeleportFinishPacket();
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teleport.Info.AgentID = this.AgentID;
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teleport.Info.RegionHandle = regionHandle;
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teleport.Info.SimAccess = simAccess;
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teleport.Info.SeedCapability = new byte[0];
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System.Net.IPAddress oIP = System.Net.IPAddress.Parse(ipAddress);
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byte[] byteIP = oIP.GetAddressBytes();
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@@ -389,11 +389,11 @@ namespace OpenSim
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ip += (uint)byteIP[1] << 8;
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ip += (uint)byteIP[0];
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Teleport.Info.SimIP = ip;
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Teleport.Info.SimPort = ipPort;
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Teleport.Info.LocationID = 4;
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Teleport.Info.TeleportFlags = 1 << 4;
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OutPacket(Teleport);
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teleport.Info.SimIP = ip;
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teleport.Info.SimPort = ipPort;
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teleport.Info.LocationID = 4;
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teleport.Info.TeleportFlags = 1 << 4;
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OutPacket(teleport);
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}
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/// <summary>
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