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estate kick now just kill user connection if on same region. The teleport home we did, does not make much sense, and would need more work anyways
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@@ -1677,8 +1677,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void SendKillObject(List<uint> localIDs)
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{
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// foreach (uint id in localIDs)
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// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
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// foreach (uint id in localIDs)
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// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
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// remove pending entities to reduce looping chances.
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lock (m_entityProps.SyncRoot)
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@@ -1702,10 +1702,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if(++nsent >= 200)
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{
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kill.Header.Reliable = true;
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kill.Header.Zerocoded = true;
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OutPacket(kill, ThrottleOutPacketType.Task);
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perpacket = localIDs.Count - i - 1;
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if(perpacket == 0)
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break;
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@@ -1720,8 +1717,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if(nsent != 0)
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{
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kill.Header.Reliable = true;
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kill.Header.Zerocoded = true;
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OutPacket(kill, ThrottleOutPacketType.Task);
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}
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}
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@@ -10047,7 +10042,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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UUID.TryParse(Utils.BytesToString(messagePacket.ParamList[1].Parameter), out Prey);
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OnEstateTeleportOneUserHomeRequest(this, invoice, SenderID, Prey);
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OnEstateTeleportOneUserHomeRequest(this, invoice, SenderID, Prey, false);
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}
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return true;
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case "teleporthomeallusers":
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@@ -10195,7 +10190,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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UUID.TryParse(Utils.BytesToString(messagePacket.ParamList[0].Parameter), out Prey);
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OnEstateTeleportOneUserHomeRequest(this, invoice, SenderID, Prey);
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OnEstateTeleportOneUserHomeRequest(this, invoice, SenderID, Prey, true);
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}
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return true;
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