diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index 916148bc6c..64567db9d8 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes
if (permissionToDelete)
{
foreach (SceneObjectGroup g in objectGroups)
- g.DeleteGroup(false);
+ g.DeleteGroupFromScene(false);
}
}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index ef97dfc985..8a90bc87b1 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -2120,7 +2120,7 @@ namespace OpenSim.Region.Framework.Scenes
EventManager.TriggerParcelPrimCountTainted();
}
- group.DeleteGroup(silent);
+ group.DeleteGroupFromScene(silent);
// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 99c2abf7a8..f9a8d41b5e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1235,7 +1235,7 @@ namespace OpenSim.Region.Framework.Scenes
/// must be handled by the caller.
///
/// If true then deletion is not broadcast to clients
- public void DeleteGroup(bool silent)
+ public void DeleteGroupFromScene(bool silent)
{
List parts;
diff --git a/OpenSim/Region/OptionalModules/ContentManagementSystem/CMModel.cs b/OpenSim/Region/OptionalModules/ContentManagementSystem/CMModel.cs
index fd59138419..0b02a9fd53 100644
--- a/OpenSim/Region/OptionalModules/ContentManagementSystem/CMModel.cs
+++ b/OpenSim/Region/OptionalModules/ContentManagementSystem/CMModel.cs
@@ -263,7 +263,7 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
scene.PhysicsScene.RemovePrim(((SceneObjectGroup)scene.Entities[uuid]).RootPart.PhysActor);
scene.SendKillObject(scene.Entities[uuid].LocalId);
scene.SceneGraph.DeleteSceneObject(uuid, false);
- ((SceneObjectGroup)scene.Entities[uuid]).DeleteGroup(false);
+ ((SceneObjectGroup)scene.Entities[uuid]).DeleteGroupFromScene(false);
}
catch(Exception e)
{