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constructor means not having to manually refer to individual properties
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@@ -391,8 +391,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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myScriptEngine.PostObjectEvent(localID, new EventParams(
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"at_rot_target", new object[] {
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new LSL_Types.LSLInteger(handle),
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new LSL_Types.Quaternion(targetrot.X,targetrot.Y,targetrot.Z,targetrot.W),
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new LSL_Types.Quaternion(atrot.X,atrot.Y,atrot.Z,atrot.W) },
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new LSL_Types.Quaternion(targetrot),
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new LSL_Types.Quaternion(atrot) },
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new DetectParams[0]));
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}
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@@ -1469,7 +1469,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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else if (p[i] is Vector3)
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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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lsl_p[i] = new LSL_Types.Quaternion((Quaternion)p[i]);
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else if (p[i] is float)
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lsl_p[i] = new LSL_Types.LSLFloat((float)p[i]);
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else
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@@ -1495,7 +1495,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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else if (p[i] is Vector3)
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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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lsl_p[i] = new LSL_Types.Quaternion((Quaternion)p[i]);
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else if (p[i] is float)
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lsl_p[i] = new LSL_Types.LSLFloat((float)p[i]);
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else
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