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expose the option to save HUDs into notecard on the API
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@@ -337,13 +337,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
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/// <returns>TRUE if the key belongs to an npc in the scene. FALSE otherwise.</returns>
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LSL_Integer osIsNpc(LSL_Key npc);
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key osNpcCreate(string user, string name, vector position, string notecard);
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key osNpcCreate(string user, string name, vector position, string notecard, int options);
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LSL_Key osNpcSaveAppearance(key npc, string notecard);
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void osNpcLoadAppearance(key npc, string notecard);
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vector osNpcGetPos(key npc);
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void osNpcMoveTo(key npc, vector position);
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void osNpcMoveToTarget(key npc, vector target, int options);
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key osNpcCreate(string user, string name, vector position, string notecard);
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key osNpcCreate(string user, string name, vector position, string notecard, int options);
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LSL_Key osNpcSaveAppearance(key npc, LSL_String notecard);
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LSL_Key osNpcSaveAppearance(key npc, LSL_String notecard, LSL_Integer includeHuds);
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void osNpcLoadAppearance(key npc, string notecard);
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vector osNpcGetPos(key npc);
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void osNpcMoveTo(key npc, vector position);
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void osNpcMoveToTarget(key npc, vector target, int options);
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/// <summary>
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/// Get the owner of the NPC
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@@ -352,27 +353,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
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/// <returns>
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/// The owner of the NPC for an owned NPC. The NPC's agent id for an unowned NPC. UUID.Zero if the key is not an npc.
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/// </returns>
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LSL_Key osNpcGetOwner(key npc);
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LSL_Key osNpcGetOwner(key npc);
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rotation osNpcGetRot(key npc);
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void osNpcSetRot(LSL_Key npc, rotation rot);
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void osNpcStopMoveToTarget(LSL_Key npc);
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void osNpcSetProfileAbout(LSL_Key npc, string about);
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void osNpcSetProfileImage(LSL_Key npc, string image);
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void osNpcSay(key npc, string message);
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void osNpcSay(key npc, int channel, string message);
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void osNpcSayTo(LSL_Key npc, LSL_Key target, int channel, string msg);
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void osNpcShout(key npc, int channel, string message);
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void osNpcSit(key npc, key target, int options);
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void osNpcStand(LSL_Key npc);
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void osNpcRemove(key npc);
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void osNpcPlayAnimation(LSL_Key npc, string animation);
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void osNpcStopAnimation(LSL_Key npc, string animation);
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void osNpcTouch(LSL_Key npcLSL_Key, LSL_Key object_key, LSL_Integer link_num);
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void osNpcWhisper(key npc, int channel, string message);
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rotation osNpcGetRot(key npc);
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LSL_Key osOwnerSaveAppearance(string notecard);
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LSL_Key osAgentSaveAppearance(key agentId, string notecard);
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void osNpcSetRot(LSL_Key npc, rotation rot);
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void osNpcStopMoveToTarget(LSL_Key npc);
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void osNpcSetProfileAbout(LSL_Key npc, string about);
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void osNpcSetProfileImage(LSL_Key npc, string image);
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void osNpcSay(key npc, string message);
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void osNpcSay(key npc, int channel, string message);
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void osNpcSayTo(LSL_Key npc, LSL_Key target, int channel, string msg);
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void osNpcShout(key npc, int channel, string message);
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void osNpcSit(key npc, key target, int options);
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void osNpcStand(LSL_Key npc);
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void osNpcRemove(key npc);
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void osNpcPlayAnimation(LSL_Key npc, string animation);
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void osNpcStopAnimation(LSL_Key npc, string animation);
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void osNpcTouch(LSL_Key npcLSL_Key, LSL_Key object_key, LSL_Integer link_num);
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void osNpcWhisper(key npc, int channel, string message);
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LSL_Key osOwnerSaveAppearance(LSL_String notecard);
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LSL_Key osOwnerSaveAppearance(LSL_String notecard, LSL_Integer includeHuds);
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LSL_Key osAgentSaveAppearance(key agentId, LSL_String notecard);
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LSL_Key osAgentSaveAppearance(key agentId, LSL_String notecard, LSL_Integer includeHuds);
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key osGetGender(LSL_Key rawAvatarId);
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key osGetMapTexture();
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