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don't bid for simulation ownership of locked things
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1 changed files with 4 additions and 2 deletions
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@ -778,8 +778,10 @@ void EntityMotionState::computeCollisionGroupAndMask(int32_t& group, int32_t& ma
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bool EntityMotionState::shouldSendBid() const {
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// NOTE: this method is only ever called when the entity's simulation is NOT locally owned
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return _body->isActive() && (_region == workload::Region::R1) &&
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glm::max(glm::max(VOLUNTEER_SIMULATION_PRIORITY, _bumpedPriority), _entity->getScriptSimulationPriority()) >= _entity->getSimulationPriority();
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return _body->isActive()
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&& (_region == workload::Region::R1)
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&& glm::max(glm::max(VOLUNTEER_SIMULATION_PRIORITY, _bumpedPriority), _entity->getScriptSimulationPriority()) >= _entity->getSimulationPriority()
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&& !_entity->getLocked();
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}
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uint8_t EntityMotionState::computeFinalBidPriority() const {
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