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a few checks for deleted presence
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@@ -4911,7 +4911,7 @@ Label_GroupsDone:
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return true;
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}
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return true;
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return false;
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}
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@@ -5689,10 +5689,9 @@ namespace OpenSim.Region.Framework.Scenes
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public void SendAttachmentScheduleUpdate(SceneObjectGroup sog)
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{
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if (IsChildAgent || IsInTransit)
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if (IsChildAgent || IsInTransit || IsDeleted)
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return;
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SceneObjectPart[] origparts = sog.Parts;
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SceneObjectPart[] parts = new SceneObjectPart[origparts.Length];
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PrimUpdateFlags[] flags = new PrimUpdateFlags[origparts.Length];
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@@ -5726,7 +5725,7 @@ namespace OpenSim.Region.Framework.Scenes
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++nparts;
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}
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if (nparts == 0)
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if (nparts == 0 || IsChildAgent || IsInTransit || IsDeleted)
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return;
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for (int i = 0; i < nparts; i++)
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@@ -5738,7 +5737,7 @@ namespace OpenSim.Region.Framework.Scenes
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List<ScenePresence> allPresences = m_scene.GetScenePresences();
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foreach (ScenePresence p in allPresences)
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{
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if (p == this)
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if (p == this || p.IsDeleted)
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continue;
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if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod)
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