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refactoring for Vector3 operator & constructor tweaks
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@@ -1467,7 +1467,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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else if (p[i] is string)
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lsl_p[i] = new LSL_Types.LSLString((string)p[i]);
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else if (p[i] is Vector3)
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lsl_p[i] = new LSL_Types.Vector3(((Vector3)p[i]).X, ((Vector3)p[i]).Y, ((Vector3)p[i]).Z);
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lsl_p[i] = new LSL_Types.Vector3((Vector3)p[i]);
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else if (p[i] is Quaternion)
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lsl_p[i] = new LSL_Types.Quaternion(((Quaternion)p[i]).X, ((Quaternion)p[i]).Y, ((Quaternion)p[i]).Z, ((Quaternion)p[i]).W);
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else if (p[i] is float)
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@@ -1493,7 +1493,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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else if (p[i] is string)
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lsl_p[i] = new LSL_Types.LSLString((string)p[i]);
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else if (p[i] is Vector3)
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lsl_p[i] = new LSL_Types.Vector3(((Vector3)p[i]).X, ((Vector3)p[i]).Y, ((Vector3)p[i]).Z);
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lsl_p[i] = new LSL_Types.Vector3((Vector3)p[i]);
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else if (p[i] is Quaternion)
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lsl_p[i] = new LSL_Types.Quaternion(((Quaternion)p[i]).X, ((Quaternion)p[i]).Y, ((Quaternion)p[i]).Z, ((Quaternion)p[i]).W);
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else if (p[i] is float)
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