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Implement taking of coalesced objects.
WARNING!!!!! You can TAKE them, but you can't REZ them again. Only the first of the contained objects will rez, the rest is inaccessible until rezzing them is implemented. Also, rotations are not explicitly stored. This MAY work. Or not.
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@@ -137,7 +137,7 @@ namespace OpenSim.Region.Framework.Scenes
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x = m_inventoryDeletes.Dequeue();
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m_log.DebugFormat(
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"[ASYNC DELETER]: Sending object to user's inventory, {0} item(s) remaining.", left);
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"[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.", left, x.action, x.objectGroups.Count);
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try
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{
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@@ -177,4 +177,4 @@ namespace OpenSim.Region.Framework.Scenes
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return false;
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}
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}
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}
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}
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@@ -4865,8 +4865,17 @@ namespace OpenSim.Region.Framework.Scenes
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{
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float ominX, ominY, ominZ, omaxX, omaxY, omaxZ;
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Vector3 vec = g.AbsolutePosition;
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g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
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ominX += vec.X;
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omaxX += vec.X;
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ominY += vec.Y;
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omaxY += vec.Y;
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ominZ += vec.Z;
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omaxZ += vec.Z;
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if (minX > ominX)
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minX = ominX;
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if (minY > ominY)
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