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Remove getting the object capacity from the money module. It is now set
directly from the Region Info (and the region ini file)
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@@ -138,8 +138,6 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
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public void AddRegion(Scene scene)
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{
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// Send ObjectCapacity to Scene.. Which sends it to the SimStatsReporter.
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scene.SetObjectCapacity(ObjectCapacity);
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if (m_enabled)
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{
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scene.RegisterModuleInterface<IMoneyModule>(this);
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@@ -252,7 +250,6 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
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if (config == "Economy" && startupConfig != null)
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{
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ObjectCapacity = startupConfig.GetInt("ObjectCapacity", 45000);
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PriceEnergyUnit = startupConfig.GetInt("PriceEnergyUnit", 100);
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PriceObjectClaim = startupConfig.GetInt("PriceObjectClaim", 10);
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PricePublicObjectDecay = startupConfig.GetInt("PricePublicObjectDecay", 4);
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@@ -701,7 +698,9 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
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if (user != null)
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{
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user.SendEconomyData(EnergyEfficiency, ObjectCapacity, ObjectCount, PriceEnergyUnit, PriceGroupCreate,
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Scene s = LocateSceneClientIn(user.AgentId);
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user.SendEconomyData(EnergyEfficiency, s.RegionInfo.ObjectCapacity, ObjectCount, PriceEnergyUnit, PriceGroupCreate,
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PriceObjectClaim, PriceObjectRent, PriceObjectScaleFactor, PriceParcelClaim, PriceParcelClaimFactor,
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PriceParcelRent, PricePublicObjectDecay, PricePublicObjectDelete, PriceRentLight, PriceUpload,
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TeleportMinPrice, TeleportPriceExponent);
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