minor: a few miscellaneous comments
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85d7d0583e
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6c8c8d669b
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@ -1720,6 +1720,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="originalPrim"></param>
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/// <param name="originalPrim"></param>
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/// <param name="offset"></param>
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/// <param name="offset"></param>
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/// <param name="flags"></param>
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/// <param name="flags"></param>
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/// <param name="AgentID"></param>
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/// <param name="GroupID"></param>
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protected internal void DuplicateObject(uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID)
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protected internal void DuplicateObject(uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID)
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{
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{
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//m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
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//m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
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@ -1734,6 +1736,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="originalPrim"></param>
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/// <param name="originalPrim"></param>
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/// <param name="offset"></param>
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/// <param name="offset"></param>
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/// <param name="flags"></param>
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/// <param name="flags"></param>
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/// <param name="AgentID"></param>
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/// <param name="GroupID"></param>
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/// <param name="rot"></param>
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protected internal SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
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protected internal SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
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{
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{
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//m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
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//m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
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@ -1162,6 +1162,10 @@ namespace OpenSim.Region.Framework.Scenes
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set { _nextOwnerMask = value; }
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set { _nextOwnerMask = value; }
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}
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}
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/// <summary>
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/// Property flags. See OpenMetaverse.PrimFlags
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/// </summary>
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/// Example properties are PrimFlags.Phantom and PrimFlags.DieAtEdge
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public PrimFlags Flags
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public PrimFlags Flags
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{
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{
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get { return _flags; }
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get { return _flags; }
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