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* refactor: rename SendKiPrimitive to SendKillObject since this appears more descriptive of what it actually does
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@@ -260,7 +260,7 @@ namespace OpenSim.Region.Environment.Modules.ContentManagement
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// I thought that the DeleteGroup() function would handle all of this, but it doesn't. I'm not sure WHAT it handles.
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((SceneObjectGroup)scene.Entities[uuid]).DetachFromBackup();
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scene.PhysicsScene.RemovePrim(((SceneObjectGroup)scene.Entities[uuid]).RootPart.PhysActor);
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scene.SendKiPrimitive(scene.Entities[uuid].LocalId);
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scene.SendKillObject(scene.Entities[uuid].LocalId);
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scene.m_innerScene.DeleteSceneObject(uuid, false);
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((SceneObjectGroup)scene.Entities[uuid]).DeleteGroup();
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}
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@@ -189,7 +189,7 @@ namespace OpenSim.Region.Environment.Modules.ContentManagement
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//This is important because we are not IN any database.
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//m_Entity.FakeDeleteGroup();
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foreach (SceneObjectPart part in m_Entity.Children.Values)
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client.SendKiPrimitive(m_Entity.RegionHandle, part.LocalId);
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client.SendKillObject(m_Entity.RegionHandle, part.LocalId);
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}
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/// <summary>
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@@ -199,7 +199,7 @@ namespace OpenSim.Region.Environment.Modules.ContentManagement
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{
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foreach (SceneObjectPart part in m_Entity.Children.Values)
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m_Entity.Scene.ClientManager.ForEachClient(delegate(IClientAPI controller)
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{ controller.SendKiPrimitive(m_Entity.RegionHandle, part.LocalId); }
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{ controller.SendKillObject(m_Entity.RegionHandle, part.LocalId); }
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);
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}
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