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Merge branch 'master' into careminster
Conflicts: OpenSim/Framework/Watchdog.cs OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
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@@ -92,7 +92,7 @@ namespace OpenSim.Region.Framework.Interfaces
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void ResumeScripts();
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/// <summary>
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/// Stop all the scripts in this entity.
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/// Stop and remove all the scripts in this entity from the scene.
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/// </summary>
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/// <param name="sceneObjectBeingDeleted">
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/// Should be true if these scripts are being removed because the scene
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@@ -100,6 +100,11 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </param>
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void RemoveScriptInstances(bool sceneObjectBeingDeleted);
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/// <summary>
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/// Stop all the scripts in this entity.
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/// </summary>
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void StopScriptInstances();
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/// <summary>
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/// Start a script which is in this entity's inventory.
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/// </summary>
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@@ -131,7 +136,7 @@ namespace OpenSim.Region.Framework.Interfaces
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ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
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/// <summary>
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/// Stop a script which is in this prim's inventory.
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/// Stop and remove a script which is in this prim's inventory from the scene.
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/// </summary>
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/// <param name="itemId"></param>
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/// <param name="sceneObjectBeingDeleted">
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@@ -140,6 +145,12 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </param>
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void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted);
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/// <summary>
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/// Stop a script which is in this prim's inventory.
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/// </summary>
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/// <param name="itemId"></param>
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void StopScriptInstance(UUID itemId);
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/// <summary>
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/// Add an item to this entity's inventory. If an item with the same name already exists, then an alternative
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/// name is chosen.
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@@ -183,6 +183,14 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <returns>true if the stand succeeded, false if not</returns>
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bool Stand(UUID agentID, Scene scene);
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/// <summary>
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/// Get the NPC to touch an object.
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/// </summary>
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/// <param name="agentID"></param>
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/// <param name="partID"></param>
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/// <returns>true if the touch is actually attempted, false if not</returns>
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bool Touch(UUID agentID, UUID partID);
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/// <summary>
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/// Delete an NPC.
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/// </summary>
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