diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 7d076ef855..8094e4c06e 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -1386,7 +1386,7 @@ namespace OpenSim.Region.Environment.Scenes
rootPart.PhysActor = null;
}
- if (UnlinkSceneObject(group.UUID))
+ if (UnlinkSceneObject(group.UUID, false))
{
EventManager.TriggerObjectBeingRemovedFromScene(group);
EventManager.TriggerParcelPrimCountTainted();
@@ -1410,9 +1410,9 @@ namespace OpenSim.Region.Environment.Scenes
///
///
/// true if the object was in the scene, false if it was not
- public bool UnlinkSceneObject(LLUUID uuid)
+ public bool UnlinkSceneObject(LLUUID uuid, bool resultOfLinkingObjects)
{
- if (m_innerScene.DeleteSceneObject(uuid,true))
+ if (m_innerScene.DeleteSceneObject(uuid,resultOfLinkingObjects))
{
m_storageManager.DataStore.RemoveObject(uuid, m_regInfo.RegionID);
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index c000047330..d2687f35bc 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -1784,7 +1784,7 @@ namespace OpenSim.Region.Environment.Scenes
part.ClearUndoState();
}
- m_scene.UnlinkSceneObject(objectGroup.UUID);
+ m_scene.UnlinkSceneObject(objectGroup.UUID, true);
// TODO Deleting the parts may cause problems later on if they have already
// made it into the update queue. However, sending out updates for those parts is now