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and more work on those classes. Think they are just about ready to begin hooking them up.
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@@ -44,6 +44,14 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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/// <summary>
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///
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/// </summary>
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public AllNewSceneObjectGroup2()
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{
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}
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/// <summary>
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///
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/// </summary>
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@@ -62,7 +70,70 @@ namespace OpenSim.Region.Environment.Scenes
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/// <summary>
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///
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/// </summary>
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public void FlagGroupForFullUpdate()
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/// <returns></returns>
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public new AllNewSceneObjectGroup2 Copy()
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{
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AllNewSceneObjectGroup2 dupe = (AllNewSceneObjectGroup2) this.MemberwiseClone();
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dupe.Pos = new LLVector3(Pos.X, Pos.Y, Pos.Z);
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dupe.CopyRootPart(this.m_rootPart);
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foreach (AllNewSceneObjectPart2 part in this.m_parts.Values)
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{
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if (part.UUID != this.m_rootPart.UUID)
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{
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dupe.CopyPart(part);
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}
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}
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return dupe;
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}
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public void CopyRootPart(AllNewSceneObjectPart2 part)
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{
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}
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public void CopyPart(AllNewSceneObjectPart2 part)
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{
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}
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/// <summary>
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///
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/// </summary>
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public override void Update()
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{
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foreach (AllNewSceneObjectPart2 part in this.m_parts.Values)
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{
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part.SendScheduledUpdates();
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}
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}
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/// <summary>
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///
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/// </summary>
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public void ScheduleGroupForFullUpdate()
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{
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foreach (AllNewSceneObjectPart2 part in this.m_parts.Values)
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{
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part.ScheduleFullUpdate();
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}
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}
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/// <summary>
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///
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/// </summary>
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public void ScheduleGroupForTerseUpdate()
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{
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foreach (AllNewSceneObjectPart2 part in this.m_parts.Values)
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{
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part.ScheduleTerseUpdate();
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}
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}
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/// <summary>
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///
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/// </summary>
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public void ScheduleGroupFullUpdate()
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{
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foreach (AllNewSceneObjectPart2 part in this.m_parts.Values)
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{
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@@ -73,7 +144,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <summary>
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///
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/// </summary>
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public void FlagGroupForTerseUpdate()
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public void SendGroupTerseUpdate()
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{
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foreach (AllNewSceneObjectPart2 part in this.m_parts.Values)
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{
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@@ -177,6 +248,7 @@ namespace OpenSim.Region.Environment.Scenes
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public void GrapMovement(LLVector3 offset, LLVector3 pos, IClientAPI remoteClient)
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{
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this.Pos = pos;
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this.m_rootPart.SendTerseUpdateToALLClients();
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}
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/// <summary>
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