Factoring out a superfluous local variable & repeated assignment in SceneObjectPart.SendSound as linksets are only meant to have a single owner
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					@ -2659,7 +2659,6 @@ namespace OpenSim.Region.Framework.Scenes
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            volume = Util.Clip((float)volume, 0, 1);
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					            volume = Util.Clip((float)volume, 0, 1);
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            UUID ownerID = OwnerID;
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            UUID objectID = ParentGroup.RootPart.UUID;
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					            UUID objectID = ParentGroup.RootPart.UUID;
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            UUID parentID = ParentGroup.UUID;
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					            UUID parentID = ParentGroup.UUID;
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					@ -2691,22 +2690,21 @@ namespace OpenSim.Region.Framework.Scenes
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                if (isMaster)
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					                if (isMaster)
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                {
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					                {
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                    if (triggered)
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					                    if (triggered)
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                        soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
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					                        soundModule.TriggerSound(soundID, OwnerID, objectID, parentID, volume, position, regionHandle, radius);
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                    else
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					                    else
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                        soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
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					                        soundModule.PlayAttachedSound(soundID, OwnerID, objectID, volume, position, flags, radius);
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                    ParentGroup.PlaySoundMasterPrim = this;
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					                    ParentGroup.PlaySoundMasterPrim = this;
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                    if (triggered)
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					                    if (triggered)
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                        soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
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					                        soundModule.TriggerSound(soundID, OwnerID, objectID, parentID, volume, position, regionHandle, radius);
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                    else
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					                    else
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                        soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
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					                        soundModule.PlayAttachedSound(soundID, OwnerID, objectID, volume, position, flags, radius);
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                    foreach (SceneObjectPart prim in ParentGroup.PlaySoundSlavePrims)
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					                    foreach (SceneObjectPart prim in ParentGroup.PlaySoundSlavePrims)
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                    {
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					                    {
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                        ownerID = prim.OwnerID;
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                        position = prim.AbsolutePosition; // region local
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					                        position = prim.AbsolutePosition; // region local
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                        if (triggered)
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					                        if (triggered)
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                            soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
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					                            soundModule.TriggerSound(soundID, OwnerID, objectID, parentID, volume, position, regionHandle, radius);
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                        else
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					                        else
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                            soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
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					                            soundModule.PlayAttachedSound(soundID, OwnerID, objectID, volume, position, flags, radius);
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                    }
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					                    }
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                    ParentGroup.PlaySoundSlavePrims.Clear();
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					                    ParentGroup.PlaySoundSlavePrims.Clear();
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                    ParentGroup.PlaySoundMasterPrim = null;
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					                    ParentGroup.PlaySoundMasterPrim = null;
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					@ -2719,9 +2717,9 @@ namespace OpenSim.Region.Framework.Scenes
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            else
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					            else
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            {
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					            {
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                if (triggered)
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					                if (triggered)
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                    soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
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					                    soundModule.TriggerSound(soundID, OwnerID, objectID, parentID, volume, position, regionHandle, radius);
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                else
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					                else
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                    soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
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					                    soundModule.PlayAttachedSound(soundID, OwnerID, objectID, volume, position, flags, radius);
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            }
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					            }
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        }
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					        }
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