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fix setup of find parcel by fakeID at load
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@@ -2546,7 +2546,9 @@ namespace OpenSim.Framework
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(byte)regionHandle, (byte)(regionHandle >> 8), (byte)(regionHandle >> 16), (byte)(regionHandle >> 24),
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(byte)(regionHandle >> 32), (byte)(regionHandle >> 40), (byte)(regionHandle >> 48), (byte)(regionHandle >> 56),
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(byte)x, (byte)(x >> 8), 0, 0,
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(byte)y, (byte)(y >> 8), 0, 0 };
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(byte)y, (byte)(y >> 8), 0, 0
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};
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return new UUID(bytes, 0);
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}
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@@ -2557,7 +2559,8 @@ namespace OpenSim.Framework
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(byte)regionHandle, (byte)(regionHandle >> 8), (byte)(regionHandle >> 16), (byte)(regionHandle >> 24),
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(byte)(regionHandle >> 32), (byte)(regionHandle >> 40), (byte)(regionHandle >> 48), (byte)(regionHandle >> 56),
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(byte)x, (byte)(x >> 8), (byte)z, (byte)(z >> 8),
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(byte)y, (byte)(y >> 8), 0, 0 };
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(byte)y, (byte)(y >> 8), 0, 0
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};
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return new UUID(bytes, 0);
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}
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@@ -795,14 +795,20 @@ namespace OpenSim.Region.CoreModules.World.Land
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}
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}
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}
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m_landList.Add(newLandLocalID, new_land);
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m_landGlobalIDs[new_land.LandData.GlobalID] = newLandLocalID;
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m_landFakeIDs[new_land.LandData.FakeID] = newLandLocalID;
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if(new_land.LandData.FakeID.IsNotZero())
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m_landFakeIDs[new_land.LandData.FakeID] = newLandLocalID;
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m_lastLandLocalID++;
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}
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new_land.ForceUpdateLandInfo();
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lock (m_landList)
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{
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m_landFakeIDs[new_land.LandData.FakeID] = new_land.LandData.LocalID;
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}
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m_scene.EventManager.TriggerLandObjectAdded(new_land);
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return new_land;
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@@ -69,6 +69,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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{
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obj.ResetIDs();
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}
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else
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obj.SetPartsInventoryChanged(false);
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//if we want this to be a import method then we need new uuids for the object to avoid any clashes
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//obj.RegenerateFullIDs();
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