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irritating warnings
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@@ -1087,7 +1087,7 @@ namespace OpenSim.Region.Framework.Scenes
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Quaternion currentRot = RootPart.RotationOffset;
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if(setrot)
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rotation = Quaternion.Conjugate(ref currentRot) * rotation;
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rotation = Quaternion.Conjugate(in currentRot) * rotation;
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bool dorot = setrot || (Math.Abs(rotation.W) < 0.99999);
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@@ -3266,11 +3266,11 @@ namespace OpenSim.Region.Framework.Scenes
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// Make the linking root SOP's rotation relative to the new root prim
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Quaternion oldRot = linkPart.RotationOffset;
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Quaternion newRot = Quaternion.Conjugate(ref parentRot) * oldRot;
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Quaternion newRot = Quaternion.Conjugate(in parentRot) * oldRot;
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linkPart.setRotationOffset(newRot);
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Vector3 axPos = linkPart.OffsetPosition;
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axPos *= Quaternion.Conjugate(ref parentRot);
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axPos *= Quaternion.Conjugate(in parentRot);
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linkPart.OffsetPosition = axPos;
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// If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
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@@ -3682,11 +3682,11 @@ namespace OpenSim.Region.Framework.Scenes
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// Compute the SOP's rotation relative to the rotation of the group.
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parentRot = m_rootPart.RotationOffset;
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Quaternion newRot = Quaternion.Conjugate(ref parentRot) * worldRot;
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Quaternion newRot = Quaternion.Conjugate(in parentRot) * worldRot;
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part.setRotationOffset(newRot);
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Vector3 pos = part.OffsetPosition;
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pos *= Quaternion.Conjugate(ref parentRot);
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pos *= Quaternion.Conjugate(in parentRot);
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part.OffsetPosition = pos; // update position and orientation on physics also
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