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More panic link fixes
Now, we check the armature mod to see if we're REALLY linked in (the screen is not black). That way, we can be sure all delayed transforms and false hits (like how we initially spawn into the AhnySphere04 panic region) don't panic link us.
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@ -928,9 +928,7 @@ void plSubworldRegionDetector::Write(hsStream* stream, hsResMgr* mgr)
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///////////////////////////////////
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hsBool plPanicLinkRegion::MsgReceive(plMessage* msg)
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{
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plCollideMsg* pCollMsg = plCollideMsg::ConvertNoRef(msg);
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if (pCollMsg)
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if (plCollideMsg* pCollMsg = plCollideMsg::ConvertNoRef(msg))
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{
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if (plNetClientApp::GetInstance()->GetLocalPlayerKey() != pCollMsg->fOtherKey)
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return true;
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@ -940,13 +938,17 @@ hsBool plPanicLinkRegion::MsgReceive(plMessage* msg)
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plArmatureMod* avMod = IGetAvatarModifier(pCollMsg->fOtherKey);
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if (avMod)
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{
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hsPoint3 kinPos;
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if (avMod->GetController())
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if (avMod->IsLinkedIn())
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{
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avMod->GetController()->GetKinematicPosition(kinPos);
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DetectorLogSpecial("Avatar is panic linking. KinPos at %f,%f,%f and is %s",kinPos.fX,kinPos.fY,kinPos.fZ,avMod->GetController()->IsEnabled() ? "enabled" : "disabled");
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}
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avMod->PanicLink(fPlayLinkOutAnim);
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hsPoint3 kinPos;
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if (avMod->GetController())
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{
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avMod->GetController()->GetKinematicPosition(kinPos);
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DetectorLogSpecial("Avatar is panic linking. KinPos at %f,%f,%f and is %s",kinPos.fX,kinPos.fY,kinPos.fZ,avMod->GetController()->IsEnabled() ? "enabled" : "disabled");
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}
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avMod->PanicLink(fPlayLinkOutAnim);
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} else
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DetectorLogRed("PANIC LINK %s before we actually linked in!", GetKey()->GetName());
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}
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}
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@ -237,8 +237,7 @@ class plPanicLinkRegion : public plCollisionDetector
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public:
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hsBool fPlayLinkOutAnim;
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plPanicLinkRegion() : fPlayLinkOutAnim(true) {;}
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~plPanicLinkRegion(){;}
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plPanicLinkRegion() : fPlayLinkOutAnim(true) { }
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virtual hsBool MsgReceive(plMessage* msg);
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