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refactor: simplify EntityBase.IsDeleted property
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@@ -66,12 +66,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// Signals whether this entity was in a scene but has since been removed from it.
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/// </summary>
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public bool IsDeleted
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{
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get { return m_isDeleted; }
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set { m_isDeleted = value; }
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}
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protected bool m_isDeleted;
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public bool IsDeleted { get; protected internal set; }
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protected Vector3 m_pos;
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@@ -1832,7 +1832,7 @@ namespace OpenSim.Region.Framework.Scenes
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// an object has been deleted from a scene before update was processed.
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// A more fundamental overhaul of the update mechanism is required to eliminate all
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// the race conditions.
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if (m_isDeleted)
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if (IsDeleted)
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return;
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// Even temporary objects take part in physics (e.g. temp-on-rez bullets)
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@@ -2142,7 +2142,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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m_scene.UnlinkSceneObject(objectGroup, true);
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objectGroup.m_isDeleted = true;
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objectGroup.IsDeleted = true;
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objectGroup.m_parts.Clear();
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@@ -3385,7 +3385,7 @@ namespace OpenSim.Region.Framework.Scenes
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public virtual ISceneObject CloneForNewScene()
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{
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SceneObjectGroup sog = Copy(false);
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sog.m_isDeleted = false;
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sog.IsDeleted = false;
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return sog;
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}
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@@ -3809,7 +3809,7 @@ namespace OpenSim.Region.Framework.Scenes
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List<AvatarAttachment> attachments = m_appearance.GetAttachments();
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foreach (AvatarAttachment attach in attachments)
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{
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if (m_isDeleted)
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if (IsDeleted)
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return;
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int p = attach.AttachPoint;
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