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change spinobject math, and a few minor things
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@@ -1674,32 +1674,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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/* moved to scene ProcessObjectGrabUpdate
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/// <summary>
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/// Move the given object
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/// </summary>
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/// <param name="objectID"></param>
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/// <param name="offset"></param>
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/// <param name="pos"></param>
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/// <param name="remoteClient"></param>
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protected internal void MoveObject(UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
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{
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SceneObjectGroup group = GetGroupByPrim(objectID);
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if (group != null)
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{
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if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.)
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{
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group.GrabMovement(objectID, offset, pos, remoteClient);
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}
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// This is outside the above permissions condition
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// so that if the object is locked the client moving the object
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// get's it's position on the simulator even if it was the same as before
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// This keeps the moving user's client in sync with the rest of the world.
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group.SendGroupTerseUpdate();
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}
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}
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*/
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/// <summary>
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///
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