public virtual void AddNewPrim(UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape,
byte bypassRaycast, Vector3 RayStart, UUID RayTargetID,
byte RayEndIsIntersection)
{
Vector3 pos = GetNewRezLocation(RayStart, RayEnd, RayTargetID, rot, bypassRaycast, RayEndIsIntersection, true, new Vector3(0.5f, 0.5f, 0.5f), false);
if (Permissions.CanRezObject(1, ownerID, pos))
{
// rez ON the ground, not IN the ground
// pos.Z += 0.25F; The rez point should now be correct so that its not in the ground
AddNewPrim(ownerID, groupID, pos, rot, shape);
}
}