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Mantis #2112
Thannk you, ralphos, for a patch to clean up list item type handling and add a missing explicit cast in Shared/
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@@ -5721,13 +5721,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (remain < 7)
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return;
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LSL_Types.LSLInteger flexi = new LSL_Types.LSLInteger(rules.Data[idx++].ToString());
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int softness = Convert.ToInt32(rules.Data[idx++]);
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float gravity = (float)Convert.ToDouble(rules.Data[idx++]);
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float friction = (float)Convert.ToDouble(rules.Data[idx++]);
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float wind = (float)Convert.ToDouble(rules.Data[idx++]);
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float tension = (float)Convert.ToDouble(rules.Data[idx++]);
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LSL_Types.Vector3 force =new LSL_Types.Vector3(rules.Data[idx++].ToString());
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bool flexi = (LSL_Types.LSLInteger)rules.Data[idx++];
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int softness = (LSL_Types.LSLInteger)rules.Data[idx++];
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float gravity = (float)(LSL_Types.LSLFloat)rules.Data[idx++];
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float friction = (float)(LSL_Types.LSLFloat)rules.Data[idx++];
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float wind = (float)(LSL_Types.LSLFloat)rules.Data[idx++];
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float tension = (float)(LSL_Types.LSLFloat)rules.Data[idx++];
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LSL_Types.Vector3 force = (LSL_Types.Vector3)rules.Data[idx++];
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SetFlexi(part, flexi, softness, gravity, friction, wind, tension, force);
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