Added llRot2Fwd, llRot2Left, and llRot2Up as well as explicit vector->string casting.
(Thanks to dalien on informing me how easy the math was for these).ThreadPoolClientBranch
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			@ -245,17 +245,17 @@ namespace OpenSim.Region.ScriptEngine.Common
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        public LSL_Types.Vector3 llRot2Fwd(LSL_Types.Quaternion r)
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        {
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            return new LSL_Types.Vector3();
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            return (new LSL_Types.Vector3(1,0,0) * r);
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        }
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        public LSL_Types.Vector3 llRot2Left(LSL_Types.Quaternion r)
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        {
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            return new LSL_Types.Vector3();
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            return (new LSL_Types.Vector3(0, 1, 0) * r);
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        }
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        public LSL_Types.Vector3 llRot2Up(LSL_Types.Quaternion r)
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        {
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            return new LSL_Types.Vector3();
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            return (new LSL_Types.Vector3(0, 0, 1) * r);
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        }
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        public LSL_Types.Quaternion llRotBetween(LSL_Types.Vector3 a, LSL_Types.Vector3 b)
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        {
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			@ -80,6 +80,11 @@ namespace OpenSim.Region.ScriptEngine.Common
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                return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ">";
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            }
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            public static explicit operator string(Vector3 vec)
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            {
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                return "<" + vec.x.ToString() + ", " + vec.y.ToString() + ", " + vec.z.ToString() + ">";
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            }
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            public static bool operator ==(Vector3 lhs, Vector3 rhs)
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            {
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                return (lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z);
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