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Fix merge artefacts
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@@ -304,7 +304,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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if (!Enabled)
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return false;
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AttachObjectInternal(sp, group, attachmentPt, silent, useAttachData, temp, append);
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return AttachObjectInternal(sp, group, attachmentPt, silent, useAttachData, temp, false, append);
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}
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/// <summary>
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@@ -317,7 +317,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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/// <param name='silent'></param>
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/// <param name='temp'></param>
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/// <param name='resumeScripts'>If true then scripts are resumed on the attached object.</param>
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private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp, bool append)
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private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp, bool resumeScripts, bool append)
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{
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
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@@ -917,7 +917,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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objatt.ResetOwnerChangeFlag();
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}
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AttachObjectInternal(sp, objatt, attachmentPt, false, true, false, append);
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AttachObjectInternal(sp, objatt, attachmentPt, false, true, false, true, append);
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}
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catch (Exception e)
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{
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@@ -244,7 +244,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "att1", sp.UUID);
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m_numberOfAttachEventsFired = 0;
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Default, false, false);
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Default, false, false, false, false);
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// Check status on scene presence
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Assert.That(sp.HasAttachments(), Is.True);
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@@ -277,7 +277,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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// Test wearing a different attachment from the ground.
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{
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scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false);
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scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false, false, false);
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// Check status on scene presence
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Assert.That(sp.HasAttachments(), Is.True);
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@@ -310,7 +310,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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// Test rewearing an already worn attachment from ground. Nothing should happen.
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{
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scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false);
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scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false, false, false);
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// Check status on scene presence
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Assert.That(sp.HasAttachments(), Is.True);
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