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rename SceneObjectGroup.DeleteGroup() to DeleteGroupFromScene() to improve code readability
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@@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (permissionToDelete)
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{
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foreach (SceneObjectGroup g in objectGroups)
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g.DeleteGroup(false);
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g.DeleteGroupFromScene(false);
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}
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}
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@@ -2120,7 +2120,7 @@ namespace OpenSim.Region.Framework.Scenes
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EventManager.TriggerParcelPrimCountTainted();
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}
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group.DeleteGroup(silent);
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group.DeleteGroupFromScene(silent);
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// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
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}
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@@ -1235,7 +1235,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// must be handled by the caller.
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///
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/// <param name="silent">If true then deletion is not broadcast to clients</param>
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public void DeleteGroup(bool silent)
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public void DeleteGroupFromScene(bool silent)
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{
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List<SceneObjectPart> parts;
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@@ -263,7 +263,7 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
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scene.PhysicsScene.RemovePrim(((SceneObjectGroup)scene.Entities[uuid]).RootPart.PhysActor);
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scene.SendKillObject(scene.Entities[uuid].LocalId);
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scene.SceneGraph.DeleteSceneObject(uuid, false);
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((SceneObjectGroup)scene.Entities[uuid]).DeleteGroup(false);
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((SceneObjectGroup)scene.Entities[uuid]).DeleteGroupFromScene(false);
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}
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catch(Exception e)
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{
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