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* Rezzing items from Inventory on top of other prim rezzes them 0.5 meters above the 'hit' prim instead of buried in the ground somewhere.
* Various Refactorings
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@@ -226,7 +226,23 @@ namespace OpenSim.Framework
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public delegate void ImprovedInstantMessage(
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LLUUID fromAgentID, LLUUID fromAgentSession, LLUUID toAgentID, LLUUID imSessionID, uint timestamp,
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string fromAgentName, string message, byte dialog); // Cut down from full list
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public delegate void RezObject(IClientAPI remoteClient, LLUUID itemID, LLVector3 pos);
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//rezPacket.RezData.BypassRaycast;
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//rezPacket.RezData.RayEnd;
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//rezPacket.RezData.RayEndIsIntersection;
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//rezPacket.RezData.RayStart;
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//rezPacket.RezData.RayTargetID;
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//rezPacket.RezData.RemoveItem;
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//rezPacket.RezData.RezSelected;
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//rezPacket.RezData.FromTaskID;
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//rezPacket.RezData.FromTaskID;
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//rezPacket.RezData.EveryoneMask;
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//rezPacket.RezData.GroupMask;
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//rezPacket.RezData.NextOwnerMask;
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public delegate void RezObject(IClientAPI remoteClient, LLUUID itemID, LLVector3 RayEnd, LLVector3 RayStart,
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LLUUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
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uint EveryoneMask, uint GroupMask, uint NextOwnerMask, uint ItemFlags,
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bool RezSelected, bool RemoveItem, LLUUID fromTaskID );
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public delegate void ModifyTerrain(
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float height, float seconds, byte size, byte action, float north, float west, float south, float east,
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