fixing bug that get/set the wrong property for prim types other than sphere & box
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			@ -4255,7 +4255,8 @@ namespace OpenSim.Region.Framework.Scenes
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            ushort uBegin = (ushort)(50000.0 * begin);
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            ushort uEnd = (ushort)(50000.0 * (1f - end));
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            bool updatePossiblyNeeded = false;
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            if (GetPrimType() == PrimType.SPHERE)
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            PrimType primType = GetPrimType();
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            if (primType == PrimType.SPHERE || primType == PrimType.TORUS || primType == PrimType.TUBE || primType == PrimType.RING)
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            {
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                if (m_shape.ProfileBegin != uBegin || m_shape.ProfileEnd != uEnd)
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                {
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			@ -8347,9 +8347,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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                        res.Add(new LSL_Vector(GetPartLocalPos(part)));
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                        break;
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                    case (int)ScriptBaseClass.PRIM_SLICE:
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                        PrimType prim_type = part.GetPrimType();
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                        bool useProfileBeginEnd = (prim_type == PrimType.SPHERE || prim_type == PrimType.TORUS || prim_type == PrimType.TUBE || prim_type == PrimType.RING);
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                        res.Add(new LSL_Vector(
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                            (part.GetPrimType() == PrimType.SPHERE ? part.Shape.ProfileBegin : part.Shape.PathBegin) / 50000.0,
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                            1 - (part.GetPrimType() == PrimType.SPHERE ? part.Shape.ProfileEnd : part.Shape.PathEnd) / 50000.0,
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                            (useProfileBeginEnd ? part.Shape.ProfileBegin : part.Shape.PathBegin) / 50000.0,
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                            1 - (useProfileBeginEnd ? part.Shape.ProfileEnd : part.Shape.PathEnd) / 50000.0,
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                            0
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                        ));
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                        break;
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