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Remove Common/LSL_Types.cs. Both script engines now use a single version
of the types, located in OpenSim/Region/ScriptEngines/Shared/LSL_Tyoes.cs Also changes the compiler in DotNetEngine to use that. You _will_ need to let your region recompile all your scripts!
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@@ -45,13 +45,13 @@ using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Region.ScriptEngine.Common.ScriptEngineBase;
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using LSL_Float = OpenSim.Region.ScriptEngine.Common.LSL_Types.LSLFloat;
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using LSL_Integer = OpenSim.Region.ScriptEngine.Common.LSL_Types.LSLInteger;
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using LSL_Key = OpenSim.Region.ScriptEngine.Common.LSL_Types.LSLString;
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using LSL_List = OpenSim.Region.ScriptEngine.Common.LSL_Types.list;
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using LSL_Rotation = OpenSim.Region.ScriptEngine.Common.LSL_Types.Quaternion;
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using LSL_String = OpenSim.Region.ScriptEngine.Common.LSL_Types.LSLString;
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using LSL_Vector = OpenSim.Region.ScriptEngine.Common.LSL_Types.Vector3;
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using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
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using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
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using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
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using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
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using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
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using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
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using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
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namespace OpenSim.Region.ScriptEngine.Common
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{
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