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udp updates: remove a intermediat struct; move files around so clean solution before pull, or pull on clean folder
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@@ -582,58 +582,6 @@ namespace OpenSim.Framework
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public float dwell;
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}
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public class EntityUpdate
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{
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private readonly ISceneEntity m_entity;
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private PrimUpdateFlags m_flags;
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public ISceneEntity Entity
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{
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get { return m_entity; }
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}
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public PrimUpdateFlags Flags
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{
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get { return m_flags; }
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set { m_flags = value; }
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}
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public virtual void Update()
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{
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// we are on the new one
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if ((m_flags & PrimUpdateFlags.CancelKill) != 0)
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{
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if ((m_flags & PrimUpdateFlags.UpdateProbe) != 0)
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m_flags = PrimUpdateFlags.UpdateProbe;
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else
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m_flags = PrimUpdateFlags.FullUpdatewithAnim;
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}
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}
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public virtual void Update(EntityUpdate oldupdate)
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{
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// we are on the new one
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PrimUpdateFlags updateFlags = oldupdate.Flags;
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if ((m_flags & PrimUpdateFlags.UpdateProbe) != 0)
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updateFlags &= ~PrimUpdateFlags.UpdateProbe;
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if ((m_flags & PrimUpdateFlags.CancelKill) != 0)
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{
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if ((m_flags & PrimUpdateFlags.UpdateProbe) != 0)
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m_flags = PrimUpdateFlags.UpdateProbe;
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else
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m_flags = PrimUpdateFlags.FullUpdatewithAnim;
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}
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else
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m_flags |= updateFlags;
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}
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public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags)
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{
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m_entity = entity;
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m_flags = flags;
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}
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}
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public class PlacesReplyData
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{
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public UUID OwnerID;
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