diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index ec7dd77ad1..d5eca03f09 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -1782,10 +1782,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // Unlike a teleport, here we do not wait for the destination region to confirm the receipt. m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp); - AgentHasMovedAway(agent, true); - + // this may need the attachments agent.parcelRegionCross(); + AgentHasMovedAway(agent, true); + agent.MakeChildAgent(); // FIXME: Possibly this should occur lower down after other commands to close other agents, diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 1ace0d9dd5..68115464ae 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1772,15 +1772,6 @@ namespace OpenSim.Region.Framework.Scenes if (!WaitForUpdateAgent(client)) // The sending region never sent the UpdateAgent data, we have to refuse return; - - //HACK part A - // kill in viewers sp.localID that they may still know about - m_log.DebugFormat("[CompleteMovement] send old child kills"); - m_scene.SendKillObject(new List { LocalId }); - - //HACK part B - // keep using same localID - } // Prevent teleporting to an underground location