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Formatting cleanup.
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@@ -208,7 +208,7 @@ namespace OpenSim.Region.Environment.Modules.Scripting.DynamicTexture
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SceneObjectPart part = scene.GetSceneObjectPart(PrimID);
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byte[] assetData;
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AssetBase oldAsset = null;
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if (BlendWithOldTexture)
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{
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LLUUID lastTextureID = part.Shape.Textures.DefaultTexture.TextureID;
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@@ -228,7 +228,7 @@ namespace OpenSim.Region.Environment.Modules.Scripting.DynamicTexture
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assetData = new byte[data.Length];
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Array.Copy(data, assetData, data.Length);
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}
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// Create a new asset for user
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AssetBase asset = new AssetBase();
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asset.FullID = LLUUID.Random();
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@@ -244,7 +244,7 @@ namespace OpenSim.Region.Environment.Modules.Scripting.DynamicTexture
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// mostly keep the values from before
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LLObject.TextureEntry tmptex = part.Shape.Textures;
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// remove the old asset from the cache
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LLUUID oldID = tmptex.DefaultTexture.TextureID;
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scene.AssetCache.ExpireAsset(oldID);
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@@ -298,4 +298,4 @@ namespace OpenSim.Region.Environment.Modules.Scripting.DynamicTexture
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#endregion
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}
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}
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}
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