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Get rid of AvatarAppearance.Owner to simplify the code.
This is not used for anything - appearances are always properties of objects with ids (ScenePresence, AgentCircuitData) and just has the potential to get out of sync when the appearance is cloned.
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@@ -47,7 +47,7 @@ namespace OpenSim.Region.OptionalModules.Framework.Monitoring
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{
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protected Scene m_scene;
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public string Name { get { return "Services Health Monitoring Module"; } }
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@@ -93,7 +93,6 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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AvatarAppearance originalAppearance = GetAppearance(cloneAppearanceFrom, scene);
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AvatarAppearance npcAppearance = new AvatarAppearance(originalAppearance, true);
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npcAppearance.Owner = acd.AgentID;
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acd.Appearance = npcAppearance;
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// for (int i = 0; i < acd.Appearance.Texture.FaceTextures.Length; i++)
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