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Allow megaregions to be used in M7, should we so decide
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@@ -283,30 +283,33 @@ namespace OpenSim.Region.Framework.Scenes
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protected internal bool AddRestoredSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
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{
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// KF: Check for out-of-region, move inside and make static.
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Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
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sceneObject.RootPart.GroupPosition.Y,
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sceneObject.RootPart.GroupPosition.Z);
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if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
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npos.X > Constants.RegionSize ||
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npos.Y > Constants.RegionSize))
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{
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if (npos.X < 0.0) npos.X = 1.0f;
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if (npos.Y < 0.0) npos.Y = 1.0f;
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if (npos.Z < 0.0) npos.Z = 0.0f;
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if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
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if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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if (!m_parentScene.CombineRegions)
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{
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// KF: Check for out-of-region, move inside and make static.
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Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
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sceneObject.RootPart.GroupPosition.Y,
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sceneObject.RootPart.GroupPosition.Z);
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if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
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npos.X > Constants.RegionSize ||
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npos.Y > Constants.RegionSize))
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{
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part.GroupPosition = npos;
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if (npos.X < 0.0) npos.X = 1.0f;
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if (npos.Y < 0.0) npos.Y = 1.0f;
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if (npos.Z < 0.0) npos.Z = 0.0f;
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if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
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if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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{
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part.GroupPosition = npos;
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}
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sceneObject.RootPart.Velocity = Vector3.Zero;
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sceneObject.RootPart.AngularVelocity = Vector3.Zero;
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sceneObject.RootPart.Acceleration = Vector3.Zero;
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sceneObject.RootPart.Velocity = Vector3.Zero;
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}
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sceneObject.RootPart.Velocity = Vector3.Zero;
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sceneObject.RootPart.AngularVelocity = Vector3.Zero;
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sceneObject.RootPart.Acceleration = Vector3.Zero;
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sceneObject.RootPart.Velocity = Vector3.Zero;
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}
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}
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if (!alreadyPersisted)
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{
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sceneObject.ForceInventoryPersistence();
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