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refactor Scene.RezObject() to use AddNewSceneObject() rather than copy/pasting code with small differences
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@@ -311,25 +311,26 @@ namespace OpenSim.Region.Framework.Scenes
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/// This method does not send updates to the client - callers need to handle this themselves.
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/// <param name="sceneObject"></param>
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/// <param name="attachToBackup"></param>
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/// <param name="pos">Position of the object</param>
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/// <param name="rot">Rotation of the object</param>
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/// <param name="pos">Position of the object. If null then the position stored in the object is used.</param>
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/// <param name="rot">Rotation of the object. If null then the rotation stored in the object is used.</param>
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/// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
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/// <returns></returns>
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public bool AddNewSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
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SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel)
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{
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AddNewSceneObject(sceneObject, true, false);
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// we set it's position in world.
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sceneObject.AbsolutePosition = pos;
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if (pos != null)
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sceneObject.AbsolutePosition = (Vector3)pos;
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if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
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{
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sceneObject.ClearPartAttachmentData();
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}
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sceneObject.UpdateGroupRotationR(rot);
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if (rot != null)
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sceneObject.UpdateGroupRotationR((Quaternion)rot);
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//group.ApplyPhysics(m_physicalPrim);
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if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
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{
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