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make sure XEngine does release script events when a script is destroyed
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@@ -490,6 +490,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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{
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ReleaseControls();
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AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
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SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
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if (part != null)
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part.RemoveScriptEvents(ItemID);
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}
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public void RemoveState()
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