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fix avatar rotation when sitting on a linked part
Need to take into account rotation of linked prim now that we are always specifying sits wrt the root prim
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@@ -2591,7 +2591,7 @@ namespace OpenSim.Region.Framework.Scenes
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//Quaternion result = (sitTargetOrient * vq) * nq;
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m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT + part.OffsetPosition;
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Rotation = sitTargetOrient;
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Rotation = part.RotationOffset * sitTargetOrient;
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ParentPosition = part.AbsolutePosition;
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}
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else
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