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clean code a bit
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@@ -953,6 +953,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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}
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}
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group.ResetIDs();
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if (!attachment)
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{
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// If it's rezzed in world, select it. Much easier to
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@@ -966,12 +968,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if (rootPart.Shape.PCode == (byte)PCode.Prim)
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group.ClearPartAttachmentData();
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}
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group.ResetIDs();
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if (attachment)
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else
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{
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// group.RootPart.Flags |= PrimFlags.Phantom;
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group.IsAttachment = true;
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}
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@@ -983,14 +981,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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// attachment properly.
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m_Scene.AddNewSceneObject(group, true, false);
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// if attachment we set it's asset id so object updates
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// can reflect that, if not, we set it's position in world.
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if (!attachment)
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{
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group.ScheduleGroupForFullUpdate();
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group.AbsolutePosition = pos + veclist[i];
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}
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group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
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@@ -1000,7 +992,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 1);
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rootPart.ParentGroup.ResumeScripts();
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rootPart.ScheduleFullUpdate();
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group.ScheduleGroupForFullUpdate();
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}
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// m_log.DebugFormat(
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@@ -1010,7 +1002,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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// remoteClient.Name);
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}
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group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
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// group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
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if (item != null)
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DoPostRezWhenFromItem(item, attachment);
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