Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork
commit
2992fc0e72
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@ -7843,7 +7843,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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protected void SetPrimParams(ScenePresence av, LSL_List rules)
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{
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//This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
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//We only support PRIM_POSITION and PRIM_ROTATION
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int idx = 0;
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@ -7887,6 +7886,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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break;
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case (int)ScriptBaseClass.PRIM_POS_LOCAL:
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{
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if (remain < 1)
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return;
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LSL_Vector v;
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v = rules.GetVector3Item(idx++);
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SceneObjectPart part = World.GetSceneObjectPart(av.ParentID);
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if (part == null)
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break;
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LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f);
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v += 2 * sitOffset;
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av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
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av.SendAvatarDataToAllAgents();
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}
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break;
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case (int)ScriptBaseClass.PRIM_ROTATION:
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{
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if (remain < 1)
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@ -7907,6 +7927,109 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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av.SendAvatarDataToAllAgents();
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}
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break;
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case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
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{
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if (remain < 1)
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return;
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LSL_Rotation r;
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r = rules.GetQuaternionItem(idx++);
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av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
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av.SendAvatarDataToAllAgents();
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}
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break;
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// parse rest doing nothing but number of parameters error check
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case (int)ScriptBaseClass.PRIM_SIZE:
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case (int)ScriptBaseClass.PRIM_MATERIAL:
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case (int)ScriptBaseClass.PRIM_PHANTOM:
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case (int)ScriptBaseClass.PRIM_PHYSICS:
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case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
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case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
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case (int)ScriptBaseClass.PRIM_NAME:
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case (int)ScriptBaseClass.PRIM_DESC:
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if (remain < 1)
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return;
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idx++;
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break;
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case (int)ScriptBaseClass.PRIM_GLOW:
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case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
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case (int)ScriptBaseClass.PRIM_TEXGEN:
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if (remain < 2)
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return;
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idx += 2;
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break;
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case (int)ScriptBaseClass.PRIM_TYPE:
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if (remain < 3)
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return;
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code = (int)rules.GetLSLIntegerItem(idx++);
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remain = rules.Length - idx;
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switch (code)
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{
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case (int)ScriptBaseClass.PRIM_TYPE_BOX:
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case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER:
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case (int)ScriptBaseClass.PRIM_TYPE_PRISM:
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if (remain < 6)
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return;
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idx += 6;
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break;
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case (int)ScriptBaseClass.PRIM_TYPE_SPHERE:
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if (remain < 5)
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return;
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idx += 5;
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break;
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case (int)ScriptBaseClass.PRIM_TYPE_TORUS:
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case (int)ScriptBaseClass.PRIM_TYPE_TUBE:
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case (int)ScriptBaseClass.PRIM_TYPE_RING:
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if (remain < 11)
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return;
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idx += 11;
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break;
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case (int)ScriptBaseClass.PRIM_TYPE_SCULPT:
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if (remain < 2)
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return;
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idx += 2;
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break;
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}
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break;
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case (int)ScriptBaseClass.PRIM_COLOR:
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case (int)ScriptBaseClass.PRIM_TEXT:
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case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
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case (int)ScriptBaseClass.PRIM_OMEGA:
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if (remain < 3)
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return;
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idx += 3;
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break;
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case (int)ScriptBaseClass.PRIM_TEXTURE:
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case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
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case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL:
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if (remain < 5)
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return;
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idx += 5;
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break;
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case (int)ScriptBaseClass.PRIM_FLEXIBLE:
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if (remain < 7)
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return;
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idx += 7;
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break;
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case (int)ScriptBaseClass.PRIM_LINK_TARGET:
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if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
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return;
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LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
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LSL_List new_rules = rules.GetSublist(idx, -1);
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setLinkPrimParams((int)new_linknumber, new_rules);
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return;
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}
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}
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}
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@ -7918,6 +8041,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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int idx = 0;
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SceneObjectGroup parentgrp = part.ParentGroup;
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bool positionChanged = false;
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LSL_Vector currentPosition = GetPartLocalPos(part);
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@ -7957,8 +8082,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return;
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LSL_Rotation q = rules.GetQuaternionItem(idx++);
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SceneObjectPart rootPart = parentgrp.RootPart;
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// try to let this work as in SL...
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if (part.ParentID == 0)
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if (rootPart == part)
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{
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// special case: If we are root, rotate complete SOG to new rotation
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SetRot(part, Rot2Quaternion(q));
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@ -7966,7 +8092,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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else
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{
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// we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
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SceneObjectPart rootPart = part.ParentGroup.RootPart;
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// sounds like sl bug that we need to replicate
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SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q));
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}
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@ -8219,7 +8345,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return;
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string ph = rules.Data[idx++].ToString();
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m_host.ParentGroup.ScriptSetPhantomStatus(ph.Equals("1"));
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parentgrp.ScriptSetPhantomStatus(ph.Equals("1"));
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break;
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@ -8272,7 +8398,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return;
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string temp = rules.Data[idx++].ToString();
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m_host.ParentGroup.ScriptSetTemporaryStatus(temp.Equals("1"));
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parentgrp.ScriptSetTemporaryStatus(temp.Equals("1"));
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break;
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@ -8325,16 +8451,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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case (int)ScriptBaseClass.PRIM_LINK_TARGET:
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if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
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return;
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// do a pending position change
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if (positionChanged)
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{
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if (parentgrp == null)
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return;
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if (parentgrp.RootPart == part)
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{
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Util.FireAndForget(delegate(object x)
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{
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parentgrp.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
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});
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}
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else
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{
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part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
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parentgrp.HasGroupChanged = true;
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parentgrp.ScheduleGroupForTerseUpdate();
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}
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}
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LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
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LSL_List new_rules = rules.GetSublist(idx, -1);
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setLinkPrimParams((int)new_linknumber, new_rules);
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return;
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}
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}
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}
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finally
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{
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/*
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if (positionChanged)
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{
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if (part.ParentGroup.RootPart == part)
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@ -8352,23 +8501,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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parent.ScheduleGroupForTerseUpdate();
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}
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}
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*/
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}
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if (positionChanged)
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{
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if (part.ParentGroup.RootPart == part)
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if (parentgrp == null)
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return;
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if (parentgrp.RootPart == part)
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{
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SceneObjectGroup parent = part.ParentGroup;
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Util.FireAndForget(delegate(object x) {
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parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
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parentgrp.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
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});
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}
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else
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{
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part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
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SceneObjectGroup parent = part.ParentGroup;
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parent.HasGroupChanged = true;
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parent.ScheduleGroupForTerseUpdate();
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parentgrp.HasGroupChanged = true;
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parentgrp.ScheduleGroupForTerseUpdate();
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}
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}
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}
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