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* Rename PrimIDAllocate() to more effectively convey what it does, and put the verb at the front
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@@ -146,7 +146,7 @@ namespace OpenSim.Region.Environment.Modules.ContentManagement
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public AuraMetaEntity CreateAuraForNewlyCreatedEntity(SceneObjectPart part)
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{
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AuraMetaEntity ent = new AuraMetaEntity(part.ParentGroup.Scene,
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part.ParentGroup.Scene.PrimIDAllocate(),
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part.ParentGroup.Scene.AllocateLocalPrimId(),
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part.GetWorldPosition(),
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MetaEntity.TRANSLUCENT,
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new Vector3(0,254,0),
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@@ -153,7 +153,7 @@ namespace OpenSim.Region.Environment.Modules.ContentManagement
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else
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{
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AuraMetaEntity auraGroup = new AuraMetaEntity(m_Entity.Scene,
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m_Entity.Scene.PrimIDAllocate(),
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m_Entity.Scene.AllocateLocalPrimId(),
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part.GetWorldPosition(),
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MetaEntity.TRANSLUCENT,
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new Vector3(254,0,0),
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@@ -260,7 +260,7 @@ namespace OpenSim.Region.Environment.Modules.ContentManagement
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m_BeamEntities.Remove(m_UnchangedEntity.RootPart.UUID);
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}
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BeamMetaEntity beamGroup = new BeamMetaEntity(m_Entity.Scene,
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m_Entity.Scene.PrimIDAllocate(),
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m_Entity.Scene.AllocateLocalPrimId(),
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m_UnchangedEntity.RootPart.GetWorldPosition(),
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MetaEntity.TRANSLUCENT,
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sceneEntityPart,
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@@ -275,7 +275,7 @@ namespace OpenSim.Region.Environment.Modules.ContentManagement
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m_AuraEntities.Remove(UnchangedPart.UUID);
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}
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AuraMetaEntity auraGroup = new AuraMetaEntity(m_Entity.Scene,
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m_Entity.Scene.PrimIDAllocate(),
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m_Entity.Scene.AllocateLocalPrimId(),
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UnchangedPart.GetWorldPosition(),
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MetaEntity.TRANSLUCENT,
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new Vector3(0,0,254),
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@@ -309,7 +309,7 @@ namespace OpenSim.Region.Environment.Modules.ContentManagement
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m_AuraEntities.Remove(UnchangedPart.UUID);
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}
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AuraMetaEntity auraGroup = new AuraMetaEntity(m_Entity.Scene,
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m_Entity.Scene.PrimIDAllocate(),
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m_Entity.Scene.AllocateLocalPrimId(),
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UnchangedPart.GetWorldPosition(),
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MetaEntity.TRANSLUCENT,
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new Vector3(254,0,0),
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@@ -168,7 +168,7 @@ namespace OpenSim.Region.Environment.Modules.ContentManagement
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// make new localids
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foreach (SceneObjectPart part in m_Entity.Children.Values)
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part.LocalId = m_Entity.Scene.PrimIDAllocate();
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part.LocalId = m_Entity.Scene.AllocateLocalPrimId();
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//finalize
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m_Entity.RootPart.PhysActor = null;
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