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seems to compile ( tests comented out)
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@@ -1398,7 +1398,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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presence.Grouptitle = Title;
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if (! presence.IsChildAgent)
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presence.SendAvatarDataToAllClients();
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presence.SendAvatarDataToAllAgents();
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}
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}
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}
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@@ -153,14 +153,6 @@ namespace OpenSim.Region.OptionalModules
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ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
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<<<<<<< HEAD
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// newParcel will be null only if it outside of our current region. If this is the case, then the
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// receiving permissions will perform the check.
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if (newParcel == null)
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return true;
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// The prim hasn't crossed a region boundary so we don't need to worry
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=======
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if (newParcel == null)
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return true;
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@@ -168,7 +160,6 @@ namespace OpenSim.Region.OptionalModules
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ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
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// The prim hasn't crossed a region boundry so we don't need to worry
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>>>>>>> avn/ubitvar
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// about prim counts here
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if(oldParcel != null && oldParcel.Equals(newParcel))
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{
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@@ -746,8 +746,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
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List<SceneObjectGroup> objlist;
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List<Vector3> veclist;
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bool success = host.RootPart.Inventory.GetRezReadySceneObjects(item, out objlist, out veclist);
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Vector3 bbox = new Vector3();
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float offsetHeight;
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bool success = host.RootPart.Inventory.GetRezReadySceneObjects(item, out objlist, out veclist, out bbox, out offsetHeight);
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if (! success)
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{
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GenerateRuntimeError("Failed to create object");
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@@ -61,11 +61,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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private readonly string m_firstname;
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private readonly string m_lastname;
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private readonly Vector3 m_startPos;
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<<<<<<< HEAD
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private readonly UUID m_uuid;
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=======
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private UUID m_uuid = UUID.Random();
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>>>>>>> avn/ubitvar
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private readonly Scene m_scene;
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private readonly UUID m_ownerID;
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@@ -457,12 +457,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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/// <returns>true if they do, false if they don't.</returns>
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private bool CheckPermissions(NPCAvatar av, UUID callerID)
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{
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<<<<<<< HEAD
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return callerID == UUID.Zero || av.OwnerID == UUID.Zero ||
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av.OwnerID == callerID || av.AgentId == callerID;
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=======
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return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID || av.AgentId == callerID;
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>>>>>>> avn/ubitvar
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}
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}
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}
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@@ -166,7 +166,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments
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cdl.AddRow("physics", m_scene.PhysicsEnabled);
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cdl.AddRow("scripting", m_scene.ScriptsEnabled);
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cdl.AddRow("teleport", m_scene.DebugTeleporting);
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cdl.AddRow("update-on-timer", m_scene.UpdateOnTimer);
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// cdl.AddRow("update-on-timer", m_scene.UpdateOnTimer);
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cdl.AddRow("updates", m_scene.DebugUpdates);
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MainConsole.Instance.OutputFormat("Scene {0} options:", m_scene.Name);
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@@ -313,7 +313,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments
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bool enableUpdateOnTimer;
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if (bool.TryParse(options["update-on-timer"], out enableUpdateOnTimer))
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{
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m_scene.UpdateOnTimer = enableUpdateOnTimer;
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// m_scene.UpdateOnTimer = enableUpdateOnTimer;
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m_scene.Active = false;
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while (m_scene.IsRunning)
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