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https://github.com/opensim/opensim.git
synced 2026-08-12 04:05:42 +08:00
Formatting cleanup.
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@@ -94,7 +94,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// since the group's last persistent backup
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/// </summary>
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public bool HasGroupChanged = false;
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public float scriptScore = 0f;
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private LLVector3 lastPhysGroupPos;
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@@ -115,7 +115,7 @@ namespace OpenSim.Region.Environment.Scenes
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private bool m_scriptListens_notAtTarget = false;
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#region Properties
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/// <summary>
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/// The name of an object grouping is always the same as its root part
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/// </summary>
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@@ -123,7 +123,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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get { return RootPart.Name; }
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set { RootPart.Name = value; }
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}
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}
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/// <summary>
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/// Added because the Parcel code seems to use it
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@@ -445,13 +445,13 @@ namespace OpenSim.Region.Environment.Scenes
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}
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more = !reader.EOF;
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}
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reader.Close();
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sr.Close();
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UpdateParentIDs();
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}
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/// <summary>
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///
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/// </summary>
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@@ -468,14 +468,14 @@ namespace OpenSim.Region.Environment.Scenes
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newPart.LinkNum = 0;
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m_parts.Add(newPart.UUID, newPart);
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SetPartAsRoot(newPart);
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// one of these is a proxy.
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if (shape.PCode != (byte)PCode.None && shape.PCode != (byte)PCode.ParticleSystem)
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AttachToBackup();
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//ApplyPhysics(scene.m_physicalPrim);
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}
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/// <summary>
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///
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/// </summary>
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@@ -754,7 +754,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_rootPart.ScheduleFullUpdate();
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m_rootPart.ClearUndoState();
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}
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public void DetachToInventoryPrep()
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{
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ScenePresence avatar = m_scene.GetScenePresence(m_rootPart.AttachedAvatar);
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@@ -873,11 +873,11 @@ namespace OpenSim.Region.Environment.Scenes
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return m_scene.MaxUndoCount;
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return 5;
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}
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// justincc: I don't believe this hack is needed any longer, especially since the physics
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// justincc: I don't believe this hack is needed any longer, especially since the physics
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// parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
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// this method was preventing proper reload of scene objects.
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// dahlia: I had to uncomment it, without it meshing was failing on some prims and objects
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// dahlia: I had to uncomment it, without it meshing was failing on some prims and objects
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// at region startup
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public void ResetChildPrimPhysicsPositions()
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{
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@@ -926,20 +926,20 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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public void DeleteGroup()
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{
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// We need to keep track of this state in case this group is still queued for backup.
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// We need to keep track of this state in case this group is still queued for backup.
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// FIXME: This is a poor temporary solution, since it still leaves plenty of scope for race
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// conditions where a user deletes an entity while it is being stored. Really, the update
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// code needs a redesign.
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// code needs a redesign.
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m_isDeleted = true;
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DetachFromBackup(this);
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DetachFromBackup(this);
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lock (m_parts)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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part.RemoveScriptInstances();
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List<ScenePresence> avatars = Scene.GetScenePresences();
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for (int i = 0; i < avatars.Count; i++)
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{
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@@ -951,12 +951,12 @@ namespace OpenSim.Region.Environment.Scenes
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avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
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}
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}
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m_rootPart = null;
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m_parts.Clear();
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m_parts.Clear();
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}
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}
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public void FakeDeleteGroup()
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{
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foreach (SceneObjectPart part in m_parts.Values)
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@@ -1034,7 +1034,7 @@ namespace OpenSim.Region.Environment.Scenes
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lock (m_targets)
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m_targets.Clear();
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}
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ScheduleGroupForFullUpdate();
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}
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@@ -1067,7 +1067,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_physicalPrim);
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}
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// Hack to get the physics scene geometries in the right spot
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ResetChildPrimPhysicsPositions();
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}
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@@ -1102,14 +1102,14 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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/// <param name="datastore"></param>
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public void ProcessBackup(IRegionDataStore datastore)
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{
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{
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if (HasGroupChanged)
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{
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// don't backup while it's selected or you're asking for changes mid stream.
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if ((!IsSelected) && (RootPart != null))
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{
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m_log.InfoFormat(
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"[SCENE]: Storing object {0}, {1} in {2}",
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"[SCENE]: Storing object {0}, {1} in {2}",
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Name, UUID, m_scene.RegionInfo.RegionName);
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SceneObjectGroup backup_group = Copy(OwnerID, GroupID, false);
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@@ -1236,7 +1236,7 @@ namespace OpenSim.Region.Environment.Scenes
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dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
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}
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// Now we've made a copy that replaces this one, we need to
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// switch the owner to the person who did the copying
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// Second Life copies an object and duplicates the first one in it's place
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@@ -1267,7 +1267,7 @@ namespace OpenSim.Region.Environment.Scenes
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dupe.UpdateParentIDs();
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dupe.HasGroupChanged = true;
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dupe.AttachToBackup();
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ScheduleGroupForFullUpdate();
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}
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@@ -1673,7 +1673,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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return true;
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}
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return false;
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}
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@@ -1695,7 +1695,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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}
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return false;
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}
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@@ -2042,7 +2042,7 @@ namespace OpenSim.Region.Environment.Scenes
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public void UpdatePrimFlags(uint localID, ushort type, bool inUse, byte[] data)
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{
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SceneObjectPart selectionPart = GetChildPart(localID);
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if (selectionPart != null)
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{
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lock (m_parts)
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@@ -2164,7 +2164,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
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}
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//if (part.UUID != m_rootPart.UUID)
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HasGroupChanged = true;
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ScheduleGroupForFullUpdate();
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@@ -2332,10 +2332,10 @@ namespace OpenSim.Region.Environment.Scenes
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}
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AbsolutePosition = pos;
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HasGroupChanged = true;
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}
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//we need to do a terse update even if the move wasn't allowed
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// so that the position is reset in the client (the object snaps back)
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ScheduleGroupForTerseUpdate();
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@@ -2349,7 +2349,7 @@ namespace OpenSim.Region.Environment.Scenes
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public void UpdateSinglePosition(LLVector3 pos, uint localID)
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{
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SceneObjectPart part = GetChildPart(localID);
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if (part != null)
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{
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if (part.UUID == m_rootPart.UUID)
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@@ -2360,7 +2360,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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part.UpdateOffSet(pos);
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}
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HasGroupChanged = true;
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}
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}
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@@ -2398,7 +2398,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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AbsolutePosition = newPos;
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HasGroupChanged = true;
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ScheduleGroupForTerseUpdate();
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}
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@@ -2426,7 +2426,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_rootPart.RotationOffset.Z);
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m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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}
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HasGroupChanged = true;
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ScheduleGroupForTerseUpdate();
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}
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@@ -2447,7 +2447,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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}
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AbsolutePosition = pos;
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HasGroupChanged = true;
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ScheduleGroupForTerseUpdate();
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}
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@@ -2684,7 +2684,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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}
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/// <summary>
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/// Set the user group to which this scene object belongs.
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/// </summary>
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@@ -2698,10 +2698,10 @@ namespace OpenSim.Region.Environment.Scenes
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{
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part.SetGroup(GroupID, client);
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}
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HasGroupChanged = true;
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}
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ScheduleGroupForFullUpdate();
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}
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