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Formatting cleanup.
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@@ -2100,26 +2100,26 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="pos"></param>
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public void UpdateOffSet(LLVector3 pos)
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{
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if ((pos.X != OffsetPosition.X) ||
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(pos.Y != OffsetPosition.Y) ||
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(pos.Z != OffsetPosition.Z))
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{
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LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z);
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OffsetPosition = newPos;
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ScheduleTerseUpdate();
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}
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if ((pos.X != OffsetPosition.X) ||
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(pos.Y != OffsetPosition.Y) ||
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(pos.Z != OffsetPosition.Z))
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{
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LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z);
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OffsetPosition = newPos;
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ScheduleTerseUpdate();
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}
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}
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public void UpdateGroupPosition(LLVector3 pos)
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{
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if ((pos.X != GroupPosition.X) ||
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(pos.Y != GroupPosition.Y) ||
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(pos.Z != GroupPosition.Z))
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{
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LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z);
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GroupPosition = newPos;
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ScheduleTerseUpdate();
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}
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if ((pos.X != GroupPosition.X) ||
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(pos.Y != GroupPosition.Y) ||
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(pos.Z != GroupPosition.Z))
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{
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LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z);
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GroupPosition = newPos;
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ScheduleTerseUpdate();
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}
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}
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#endregion
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@@ -2128,15 +2128,15 @@ namespace OpenSim.Region.Environment.Scenes
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public void UpdateRotation(LLQuaternion rot)
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{
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if ((rot.X != RotationOffset.X) ||
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(rot.Y != RotationOffset.Y) ||
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(rot.Z != RotationOffset.Z) ||
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(rot.W != RotationOffset.W))
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{
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//StoreUndoState();
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RotationOffset = new LLQuaternion(rot.X, rot.Y, rot.Z, rot.W);
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ScheduleTerseUpdate();
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}
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if ((rot.X != RotationOffset.X) ||
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(rot.Y != RotationOffset.Y) ||
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(rot.Z != RotationOffset.Z) ||
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(rot.W != RotationOffset.W))
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{
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//StoreUndoState();
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RotationOffset = new LLQuaternion(rot.X, rot.Y, rot.Z, rot.W);
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ScheduleTerseUpdate();
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}
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}
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#endregion
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