region support for teleporting
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@@ -275,25 +275,27 @@ public class Regions {
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//Find building
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for (AbstractWorldObject awo : WorldGrid.getObjectsInRangePartial(location, MBServerStatics.STRUCTURE_LOAD_RANGE, MBServerStatics.MASK_BUILDING)) {
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for (AbstractWorldObject awo : WorldGrid.getObjectsInRangePartial(location, 128, MBServerStatics.MASK_BUILDING)) {
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Building building = (Building) awo;
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if (!Bounds.collide(location, building.getBounds()))
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continue;
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if(building != null) {
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region = BuildingManager.GetRegion(building, location.x, location.y, location.z);
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}
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//find regions that intersect x and z, check if object can enter.
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for (Regions toEnter : building.getBounds().getRegions()) {
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if (toEnter.isPointInPolygon(location)) {
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//for (Regions toEnter : building.getBounds().getRegions()) {
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// if (toEnter.isPointInPolygon(location)) {
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if (region == null)
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region = toEnter;
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else // we're using a low level to high level tree structure, database not always in order low to high.
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// if (region == null)
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// region = toEnter;
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// else // we're using a low level to high level tree structure, database not always in order low to high.
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//check for highest level index.
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if (region != null && toEnter.highLerp.y > region.highLerp.y)
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region = toEnter;
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// if (region != null && toEnter.highLerp.y > region.highLerp.y)
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// region = toEnter;
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}
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}
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// }
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// }
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}
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return region;
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}
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