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make sure viewer knows where to place a sitting avatar, this will need deep revision with culling
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@@ -4210,8 +4210,17 @@ namespace OpenSim.Region.Framework.Scenes
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{
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m_lastSize = Appearance.AvatarSize;
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int count = 0;
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SceneObjectPart sitroot = null;
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if (ParentID != 0 && ParentPart != null) // we need to send the sitting root prim
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{
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sitroot = ParentPart.ParentGroup.RootPart;
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}
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foreach (ScenePresence p in presences)
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{
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if (sitroot != null) // we need to send the sitting root prim
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{
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p.ControllingClient.SendEntityFullUpdateImmediate(ParentPart.ParentGroup.RootPart);
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}
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p.ControllingClient.SendEntityFullUpdateImmediate(this);
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if (p != this && ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod)
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// either just kill the object
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@@ -4225,6 +4234,10 @@ namespace OpenSim.Region.Framework.Scenes
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public void SendInitialAvatarDataToAgent(ScenePresence p)
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{
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if(ParentID != 0 && ParentPart != null) // we need to send the sitting root prim
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{
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p.ControllingClient.SendEntityFullUpdateImmediate(ParentPart.ParentGroup.RootPart);
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}
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p.ControllingClient.SendEntityFullUpdateImmediate(this);
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if (p != this && ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod)
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// either just kill the object
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