If an object is rezzed directly from a prim inventory then give it the rotation it was stored with.
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@ -2007,7 +2007,7 @@ namespace OpenSim.Region.Framework.Scenes
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RayStart, RayEnd, RayTargetID, Quaternion.Identity,
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BypassRayCast, bRayEndIsIntersection, true, scale, false);
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RezObject(part, item, pos, Quaternion.Identity, Vector3.Zero, 0);
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RezObject(part, item, pos, null, Vector3.Zero, 0);
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}
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}
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