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* refactor: fission InnerScene.AddSceneObject()
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@@ -210,6 +210,22 @@ namespace OpenSim.Region.Environment.Scenes
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AddSceneObject(sceneObject, attachToBackup);
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}
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/// <summary>
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/// Add a newly created object to the scene. This will both update the scene, and send information about the
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/// new object to all clients interested in the scene.
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/// </summary>
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/// <param name="sceneObject"></param>
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/// <param name="attachToBackup">
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/// If true, the object is made persistent into the scene.
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/// If false, the object will not persist over server restarts
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/// </param>
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/// <returns>true if the object was added, false if an object with the same uuid was already in the scene
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/// </returns>
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protected internal void AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
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{
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AddSceneObject(sceneObject, attachToBackup);
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}
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/// <summary>
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/// Add an object to the scene. This will both update the scene, and send information about the
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@@ -222,7 +238,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// </param>
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/// <returns>true if the object was added, false if an object with the same uuid was already in the scene
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/// </returns>
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protected internal bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
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protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
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{
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sceneObject.ApplyPhysics(m_parentScene.m_physicalPrim);
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sceneObject.ScheduleGroupForFullUpdate();
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