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change SitTarget calls from functions to properties
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@@ -1508,28 +1508,6 @@ namespace OpenSim.Region.Environment.Scenes
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return LLUUID.Zero;
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}
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public Quaternion GetSitTargetOrientation()
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{
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return m_sitTargetOrientation;
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}
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public LLQuaternion GetSitTargetOrientationLL()
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{
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return
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new LLQuaternion(m_sitTargetOrientation.x, m_sitTargetOrientation.y, m_sitTargetOrientation.z,
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m_sitTargetOrientation.w);
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}
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public Vector3 GetSitTargetPosition()
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{
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return m_sitTargetPosition;
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}
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public LLVector3 GetSitTargetPositionLL()
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{
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return new LLVector3(m_sitTargetPosition.x, m_sitTargetPosition.y, m_sitTargetPosition.z);
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}
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/// <summary>
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/// Method for a prim to get it's world position from the group.
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/// Remember, the Group Position simply gives the position of the group itself
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@@ -2382,23 +2360,23 @@ namespace OpenSim.Region.Environment.Scenes
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aggregateScriptEvents();
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}
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public void SetSitTarget(Vector3 offset, Quaternion orientation)
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{
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m_sitTargetPosition = offset;
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m_sitTargetOrientation = orientation;
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}
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// public void SetSitTarget(Vector3 offset, Quaternion orientation)
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// {
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// m_sitTargetPosition = offset;
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// m_sitTargetOrientation = orientation;
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// }
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// Utility function so the databases don't have to reference axiom.math
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public void SetSitTargetLL(LLVector3 offset, LLQuaternion orientation)
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{
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if (
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!(offset.X == 0 && offset.Y == 0 && offset.Z == 0 && (orientation.W == 0 || orientation.W == 1) &&
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orientation.X == 0 && orientation.Y == 0 && orientation.Z == 0))
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{
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m_sitTargetPosition = new Vector3(offset.X, offset.Y, offset.Z);
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m_sitTargetOrientation = new Quaternion(orientation.W, orientation.X, orientation.Y, orientation.Z);
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}
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}
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// // Utility function so the databases don't have to reference axiom.math
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// public void SetSitTargetLL(LLVector3 offset, LLQuaternion orientation)
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// {
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// if (
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// !(offset.X == 0 && offset.Y == 0 && offset.Z == 0 && (orientation.W == 0 || orientation.W == 1) &&
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// orientation.X == 0 && orientation.Y == 0 && orientation.Z == 0))
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// {
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// m_sitTargetPosition = new Vector3(offset.X, offset.Y, offset.Z);
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// m_sitTargetOrientation = new Quaternion(orientation.W, orientation.X, orientation.Y, orientation.Z);
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// }
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// }
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/// <summary>
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/// Set the text displayed for this part.
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