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remove some more useless NULL arguments
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@@ -114,20 +114,20 @@ namespace OpenSim.Region.OptionalModules.Agent.TextureSender
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if (!UUID.TryParse(rawAssetId, out assetId))
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{
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MainConsole.Instance.Output("ERROR: {0} is not a valid ID format", null, rawAssetId);
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MainConsole.Instance.Output("ERROR: {0} is not a valid ID format", rawAssetId);
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return;
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}
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AssetBase asset = m_scene.AssetService.Get(assetId.ToString());
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if (asset == null)
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{
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MainConsole.Instance.Output("ERROR: No asset found with ID {0}", null, assetId);
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MainConsole.Instance.Output("ERROR: No asset found with ID {0}", assetId);
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return;
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}
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if (asset.Type != (sbyte)AssetType.Texture)
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{
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MainConsole.Instance.Output("ERROR: Asset {0} is not a texture type", null, assetId);
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MainConsole.Instance.Output("ERROR: Asset {0} is not a texture type", assetId);
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return;
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}
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@@ -144,12 +144,11 @@ namespace OpenSim.Region.OptionalModules.Agent.TextureSender
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{
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MainConsole.Instance.Output(
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"Successfully decoded asset {0} with {1} layers and {2} components",
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null,
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assetId, layers.Length, components);
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}
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else
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{
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MainConsole.Instance.Output("Decode of asset {0} failed", null, assetId);
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MainConsole.Instance.Output("Decode of asset {0} failed", assetId);
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}
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}
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}
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