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Partial fix for the "avatars permanently facing east" - now the rotation
is set correctly, but only with the movement of the avatar. The in-place rotation updates need a little bit of more thought, and will be in a separate commit.
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@@ -215,7 +215,7 @@ namespace OpenSim.Framework.Interfaces
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void SendMoneyBalance(LLUUID transaction, bool success, byte[] description, int balance);
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void SendAvatarData(ulong regionHandle, string firstName, string lastName, LLUUID avatarID, uint avatarLocalID, LLVector3 Pos, byte[] textureEntry);
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void SendAvatarTerseUpdate(ulong regionHandle, ushort timeDilation, uint localID, LLVector3 position, LLVector3 velocity);
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void SendAvatarTerseUpdate(ulong regionHandle, ushort timeDilation, uint localID, LLVector3 position, LLVector3 velocity, LLQuaternion rotation);
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void AttachObject(uint localID, LLQuaternion rotation, byte attachPoint);
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void SendPrimitiveToClient(ulong regionHandle, ushort timeDilation, uint localID, PrimitiveBaseShape primShape, LLVector3 pos, uint flags, LLUUID objectID, LLUUID ownerID, string text, uint parentID, byte[] particleSystem, LLQuaternion rotation);
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