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create selected: avoid a first extra (wrong) packet on create
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@@ -2553,7 +2553,12 @@ namespace OpenSim.Region.Framework.Scenes
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// Otherwise, use this default creation code;
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sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape);
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sceneObject.SetGroup(groupID, null);
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AddNewSceneObject(sceneObject, true);
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if ((addFlags & (uint)PrimFlags.CreateSelected) != 0)
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{
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sceneObject.IsSelected = true;
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sceneObject.RootPart.CreateSelected = true;
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}
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if (AgentPreferencesService != null) // This will override the brave new full perm world!
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{
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@@ -2566,16 +2571,13 @@ namespace OpenSim.Region.Framework.Scenes
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sceneObject.RootPart.NextOwnerMask = (uint)prefs.PermNextOwner;
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}
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}
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AddNewSceneObject(sceneObject, true, false);
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}
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if (UserManagementModule != null)
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sceneObject.RootPart.CreatorIdentification = UserManagementModule.GetUserUUI(ownerID);
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if((addFlags & (uint)PrimFlags.CreateSelected) != 0)
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{
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sceneObject.IsSelected = true;
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sceneObject.RootPart.CreateSelected = true;
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}
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sceneObject.InvalidateDeepEffectivePerms();;
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sceneObject.ScheduleGroupForFullAnimUpdate();
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@@ -6128,7 +6130,7 @@ Environment.Exit(1);
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// We may be called before there is a presence or a client.
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// Fake AgentCircuitData to keep IAuthorizationModule smiling
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if (client == null)
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if (aCircuit == null)
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{
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aCircuit = new AgentCircuitData();
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aCircuit.AgentID = agentID;
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