Use SP.ParentPart instead of ParentID in places where it's more efficient (saving extra null checks, etc.)
However, it looks like we should retain SP.ParentID since it's much easier to use that in places where another thread could change ParentPart to null. Otherwise one has to clumsily put ParentPart in a reference, etc. to avoid a race.0.7.4.1
parent
b454326273
commit
94e58ff6b9
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@ -215,27 +215,13 @@ namespace OpenSim.Region.Framework.Scenes
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if (sp.IsChildAgent)
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if (sp.IsChildAgent)
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continue;
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continue;
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if (sp.ParentID != 0)
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SceneObjectPart sitPart = sp.ParentPart;
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{
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if (sitPart != null)
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// sitting avatar
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coarseLocations.Add(sitPart.AbsolutePosition + sp.OffsetPosition);
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SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
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if (sop != null)
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{
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coarseLocations.Add(sop.AbsolutePosition + sp.OffsetPosition);
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avatarUUIDs.Add(sp.UUID);
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}
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else
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{
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// we can't find the parent.. ! arg!
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coarseLocations.Add(sp.AbsolutePosition);
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avatarUUIDs.Add(sp.UUID);
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}
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}
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else
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else
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{
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coarseLocations.Add(sp.AbsolutePosition);
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coarseLocations.Add(sp.AbsolutePosition);
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avatarUUIDs.Add(sp.UUID);
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}
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avatarUUIDs.Add(sp.UUID);
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}
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}
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}
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}
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@ -432,7 +432,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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get
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get
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{
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{
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if (PhysicsActor != null && m_parentID == 0)
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if (PhysicsActor != null && ParentID == 0)
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{
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{
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m_pos = PhysicsActor.Position;
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m_pos = PhysicsActor.Position;
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@ -504,6 +504,7 @@ namespace OpenSim.Region.Framework.Scenes
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// There is no offset position when not seated
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// There is no offset position when not seated
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if (ParentID == 0)
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if (ParentID == 0)
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return;
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return;
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m_pos = value;
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m_pos = value;
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}
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}
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}
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}
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@ -562,19 +563,18 @@ namespace OpenSim.Region.Framework.Scenes
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public bool IsChildAgent { get; set; }
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public bool IsChildAgent { get; set; }
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public uint ParentID
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/// <summary>
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{
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/// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero.
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get { return m_parentID; }
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/// </summary>
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set { m_parentID = value; }
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public uint ParentID { get; set; }
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}
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private uint m_parentID;
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public SceneObjectPart ParentPart
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/// <summary>
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{
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/// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
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get { return m_parentPart; }
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/// </summary>
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set { m_parentPart = value; }
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/// <remarks>
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}
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/// If you use this property then you must take a reference since another thread could set it to null.
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private SceneObjectPart m_parentPart = null;
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/// </remarks>
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public SceneObjectPart ParentPart { get; set; }
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public float Health
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public float Health
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{
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{
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@ -716,29 +716,17 @@ namespace OpenSim.Region.RegionCombinerModule
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{
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{
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if (sp.UUID != presence.UUID)
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if (sp.UUID != presence.UUID)
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{
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{
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if (sp.ParentID != 0)
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SceneObjectPart sitPart = sp.ParentPart;
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{
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// sitting avatar
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if (sitPart != null)
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SceneObjectPart sop = connectiondata.RegionScene.GetSceneObjectPart(sp.ParentID);
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CoarseLocations.Add(sitPart.AbsolutePosition + sp.AbsolutePosition);
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if (sop != null)
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{
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CoarseLocations.Add(sop.AbsolutePosition + sp.AbsolutePosition);
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AvatarUUIDs.Add(sp.UUID);
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}
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else
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{
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// we can't find the parent.. ! arg!
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CoarseLocations.Add(sp.AbsolutePosition);
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AvatarUUIDs.Add(sp.UUID);
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}
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}
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else
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else
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{
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CoarseLocations.Add(sp.AbsolutePosition);
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CoarseLocations.Add(sp.AbsolutePosition);
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AvatarUUIDs.Add(sp.UUID);
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}
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AvatarUUIDs.Add(sp.UUID);
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}
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}
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});
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});
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DistributeCourseLocationUpdates(CoarseLocations, AvatarUUIDs, connectiondata, presence);
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DistributeCourseLocationUpdates(CoarseLocations, AvatarUUIDs, connectiondata, presence);
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}
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}
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@ -3825,7 +3825,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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List<String> nametable = new List<String>();
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List<String> nametable = new List<String>();
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World.ForEachRootScenePresence(delegate(ScenePresence presence)
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World.ForEachRootScenePresence(delegate(ScenePresence presence)
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{
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{
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if (presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
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SceneObjectPart sitPart = presence.ParentPart;
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if (sitPart != null && m_host.ParentGroup.HasChildPrim(sitPart.LocalId))
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nametable.Add(presence.ControllingClient.Name);
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nametable.Add(presence.ControllingClient.Name);
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});
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});
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@ -4393,22 +4394,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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// Find pushee position
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// Find pushee position
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// Pushee Linked?
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// Pushee Linked?
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if (pusheeav.ParentID != 0)
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SceneObjectPart sitPart = pusheeav.ParentPart;
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{
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if (sitPart != null)
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SceneObjectPart parentobj = World.GetSceneObjectPart(pusheeav.ParentID);
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PusheePos = sitPart.AbsolutePosition;
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if (parentobj != null)
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{
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PusheePos = parentobj.AbsolutePosition;
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}
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else
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{
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PusheePos = pusheeav.AbsolutePosition;
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}
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}
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else
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else
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{
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PusheePos = pusheeav.AbsolutePosition;
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PusheePos = pusheeav.AbsolutePosition;
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}
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}
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}
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if (!pusheeIsAvatar)
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if (!pusheeIsAvatar)
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@ -5603,7 +5593,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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flags |= ScriptBaseClass.AGENT_IN_AIR;
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flags |= ScriptBaseClass.AGENT_IN_AIR;
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}
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}
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if (agent.ParentID != 0)
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if (agent.ParentPart != null)
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{
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{
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flags |= ScriptBaseClass.AGENT_ON_OBJECT;
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flags |= ScriptBaseClass.AGENT_ON_OBJECT;
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flags |= ScriptBaseClass.AGENT_SITTING;
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flags |= ScriptBaseClass.AGENT_SITTING;
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@ -7692,7 +7682,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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World.ForEachRootScenePresence(delegate(ScenePresence presence)
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World.ForEachRootScenePresence(delegate(ScenePresence presence)
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{
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{
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if (presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
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if (presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
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avatarCount++;
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avatarCount++;
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});
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});
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return m_host.ParentGroup.PrimCount + avatarCount;
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return m_host.ParentGroup.PrimCount + avatarCount;
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