|  |  | @ -275,25 +275,27 @@ public class Regions { | 
			
		
	
		
		
			
				
					
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					|  |  |  |         //Find building
 |  |  |  |         //Find building
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					|  |  |  |         for (AbstractWorldObject awo : WorldGrid.getObjectsInRangePartial(location, MBServerStatics.STRUCTURE_LOAD_RANGE, MBServerStatics.MASK_BUILDING)) { |  |  |  |         for (AbstractWorldObject awo : WorldGrid.getObjectsInRangePartial(location, 128, MBServerStatics.MASK_BUILDING)) { | 
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					|  |  |  |             Building building = (Building) awo; |  |  |  |             Building building = (Building) awo; | 
			
		
	
		
		
			
				
					
					|  |  |  |             if (!Bounds.collide(location, building.getBounds())) |  |  |  |             if (!Bounds.collide(location, building.getBounds())) | 
			
		
	
		
		
			
				
					
					|  |  |  |                 continue; |  |  |  |                 continue; | 
			
		
	
		
		
			
				
					
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 |  |  |  |             if(building != null) { | 
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |                 region = BuildingManager.GetRegion(building, location.x, location.y, location.z); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |             } | 
			
		
	
		
		
			
				
					
					|  |  |  |             //find regions that intersect x and z, check if object can enter.
 |  |  |  |             //find regions that intersect x and z, check if object can enter.
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					|  |  |  |             for (Regions toEnter : building.getBounds().getRegions()) { |  |  |  |             //for (Regions toEnter : building.getBounds().getRegions()) {
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					|  |  |  |                 if (toEnter.isPointInPolygon(location)) { |  |  |  |             //    if (toEnter.isPointInPolygon(location)) {
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					|  |  |  |                     if (region == null) |  |  |  |             //        if (region == null)
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					|  |  |  |                         region = toEnter; |  |  |  |             //            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.
 |  |  |  |             //        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.
 |  |  |  |                         //check for highest level index.
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					|  |  |  |                         if (region != null && toEnter.highLerp.y > region.highLerp.y) |  |  |  |             //            if (region != null && toEnter.highLerp.y > region.highLerp.y)
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					|  |  |  |                             region = toEnter; |  |  |  |             //                region = toEnter;
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					|  |  |  |                 } |  |  |  |             //    }
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					|  |  |  |             } |  |  |  |            // }
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					|  |  |  |         } |  |  |  |         } | 
			
		
	
		
		
			
				
					
					|  |  |  |         return region; |  |  |  |         return region; | 
			
		
	
		
		
			
				
					
					|  |  |  |     } |  |  |  |     } | 
			
		
	
	
		
		
			
				
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