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computeMotionType() returns KINEMATIC for things with grab
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@ -211,6 +211,7 @@ PhysicsMotionType EntityMotionState::computePhysicsMotionType() const {
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}
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if (_entity->isMovingRelativeToParent() ||
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_entity->hasActions() ||
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_entity->hasGrabs() ||
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_entity->hasAncestorOfType(NestableType::Avatar)) {
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return MOTION_TYPE_KINEMATIC;
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}
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@ -767,6 +768,7 @@ 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()
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&& (_region == workload::Region::R1)
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&& _ownershipState != EntityMotionState::OwnershipState::Unownable
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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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