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Get rid of the "no objects found" feedback for now - this doesn't work well if a command is executed over multiple scenes.
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@@ -141,7 +141,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
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if (sop == null)
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{
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m_console.OutputFormat("No object found with uuid {0}", objectUuid);
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// m_console.OutputFormat("No object found with uuid {0}", objectUuid);
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return;
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}
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@@ -191,8 +191,8 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
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deletes.Add(g);
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});
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if (deletes.Count == 0)
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m_console.OutputFormat("No objects were found with owner {0}", match);
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// if (deletes.Count == 0)
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// m_console.OutputFormat("No objects were found with owner {0}", match);
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break;
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@@ -206,8 +206,8 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
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deletes.Add(g);
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});
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if (deletes.Count == 0)
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m_console.OutputFormat("No objects were found with creator {0}", match);
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// if (deletes.Count == 0)
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// m_console.OutputFormat("No objects were found with creator {0}", match);
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break;
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@@ -221,8 +221,8 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
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deletes.Add(g);
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});
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if (deletes.Count == 0)
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m_console.OutputFormat("No objects were found with uuid {0}", match);
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// if (deletes.Count == 0)
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// m_console.OutputFormat("No objects were found with uuid {0}", match);
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break;
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@@ -233,8 +233,8 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
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deletes.Add(g);
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});
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if (deletes.Count == 0)
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m_console.OutputFormat("No objects were found with name {0}", o);
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// if (deletes.Count == 0)
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// m_console.OutputFormat("No objects were found with name {0}", o);
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break;
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@@ -261,12 +261,14 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
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deletes.Add(g);
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});
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if (deletes.Count == 0)
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m_console.OutputFormat("No objects were found outside region bounds");
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// if (deletes.Count == 0)
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// m_console.OutputFormat("No objects were found outside region bounds");
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break;
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}
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m_console.OutputFormat("Deleting {0} objects in {1}", deletes.Count, m_scene.RegionInfo.RegionName);
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foreach (SceneObjectGroup g in deletes)
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{
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m_console.OutputFormat("Deleting object {0} {1}", g.UUID, g.Name);
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