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* Rename PrimIDAllocate() to more effectively convey what it does, and put the verb at the front
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@@ -567,7 +567,7 @@ namespace OpenSim.Region.Environment.Scenes
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RegionHandle = m_scene.RegionInfo.RegionHandle;
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m_rootPart.ParentID = 0;
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m_rootPart.LocalId = m_scene.PrimIDAllocate();
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m_rootPart.LocalId = m_scene.AllocateLocalPrimId();
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// No need to lock here since the object isn't yet in a scene
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foreach (SceneObjectPart part in m_parts.Values)
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@@ -575,7 +575,7 @@ namespace OpenSim.Region.Environment.Scenes
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if (Object.ReferenceEquals(part, m_rootPart))
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continue;
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part.LocalId = m_scene.PrimIDAllocate();
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part.LocalId = m_scene.AllocateLocalPrimId();
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part.ParentID = m_rootPart.LocalId;
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//m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
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}
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@@ -1394,7 +1394,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="cGroupID"></param>
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public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
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{
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SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count, userExposed);
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SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalPrimId(), OwnerID, GroupID, m_parts.Count, userExposed);
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newPart.SetParent(this);
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lock (m_parts)
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@@ -1514,7 +1514,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="cGroupID"></param>
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public void CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
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{
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SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count, userExposed);
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SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalPrimId(), OwnerID, GroupID, m_parts.Count, userExposed);
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newPart.SetParent(this);
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lock (m_parts)
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@@ -2676,13 +2676,14 @@ namespace OpenSim.Region.Environment.Scenes
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scriptPosTarget waypoint = new scriptPosTarget();
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waypoint.targetPos = target;
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waypoint.tolerance = tolerance;
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uint handle = m_scene.PrimIDAllocate();
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uint handle = m_scene.AllocateLocalPrimId();
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lock (m_targets)
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{
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m_targets.Add(handle, waypoint);
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}
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return (int)handle;
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}
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public void unregisterTargetWaypoint(int handle)
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{
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lock (m_targets)
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