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some cleanup, localID coerence fix..
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@@ -2132,7 +2132,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="linkNum"></param>
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/// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param>
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/// <returns></returns>
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public SceneObjectPart Copy(uint localID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed)
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public SceneObjectPart Copy(uint plocalID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed)
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{
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SceneObjectPart dupe = (SceneObjectPart)MemberwiseClone();
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dupe.m_shape = m_shape.Copy();
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@@ -2178,7 +2178,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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// Move afterwards ResetIDs as it clears the localID
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dupe.LocalId = localID;
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dupe.LocalId = plocalID;
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// This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
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dupe.LastOwnerID = OwnerID;
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@@ -2208,7 +2208,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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if (dupe.PhysActor != null)
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dupe.PhysActor.LocalID = localID;
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dupe.PhysActor.LocalID = plocalID;
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ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
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