removed useless _ folders
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3
AntiAFK_HUD/AntiAFK_HUD.sol
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3
AntiAFK_HUD/AntiAFK_HUD.sol
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<Solution name="AntiAFK_HUD">
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<Project name="AntiAFK_HUD" path="AntiAFK_HUD\AntiAFK_HUD.prj" active="true"/>
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</Solution>
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8
AntiAFK_HUD/AntiAFK_HUD/AntiAFK_HUD.prj
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AntiAFK_HUD/AntiAFK_HUD/AntiAFK_HUD.prj
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<Project name="AntiAFK_HUD" guid="D871FD64-6C00-1014-B904-200204C60A89">
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<Object name="Object" guid="D871FE4C-6C00-1014-B904-200204C60A89">
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<Script name="AntiAFK_HUD_1.lsl" guid="D872218C-6C00-1014-B904-200204C60A89">
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</Script>
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<Script name="AntiAFK_HUD_2.lsl" guid="D87238C4-6C00-1014-B904-200204C60A89">
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</Script>
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</Object>
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</Project>
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84
AntiAFK_HUD/AntiAFK_HUD/Object/AntiAFK_HUD_1.lsl
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84
AntiAFK_HUD/AntiAFK_HUD/Object/AntiAFK_HUD_1.lsl
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// :CATEGORY:HUD
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// :NAME:AntiAFK_HUD
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// :AUTHOR:Noland Brokken
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// :CREATED:2010-11-08 12:18:03.007
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// :EDITED:2013-09-18 15:38:47
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// :ID:42
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// :NUM:55
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// :REV:1.0
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// :WORLD:Second Life
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// :DESCRIPTION:
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// The Main Script - you need this script plus the HUDF positioner, and then add any sounds you want to play when AFK
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// :CODE:
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// Super simple stay awake HUD. Looks like an "8" when off
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// and a lemniscate (infinity) when on
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// Public Domain by Noland Brokken.
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//
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vector C0 = <0,0.4,0>; // Off Color
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vector C1 = <1,0.4,0>; // On Color
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vector C2 = <1,1,1>; // Triggered Color
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float timespan = 0.5; // time between checks
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float Volume = 1.0; // Volume for sound fx (0.0 - 1.0)
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key OwnerKey;
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integer active;
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integer numsounds;
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string soundfile;
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upd()
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{
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llSetLinkColor(ALL_SIDES,llList2Vector([C0,C1],active),ALL_SIDES);
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llSetTimerEvent(active * timespan);
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llSetRot(llEuler2Rot(<active * PI_BY_TWO,0,0>));
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}
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default
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{
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state_entry()
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{
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OwnerKey = llGetOwner();
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active = FALSE;
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numsounds = llGetInventoryNumber(INVENTORY_SOUND);
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if (!(llGetPermissions() & PERMISSION_TRIGGER_ANIMATION))
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{
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llRequestPermissions(OwnerKey, PERMISSION_TRIGGER_ANIMATION);
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}
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upd();
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}
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56
AntiAFK_HUD/AntiAFK_HUD/Object/AntiAFK_HUD_2.lsl
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56
AntiAFK_HUD/AntiAFK_HUD/Object/AntiAFK_HUD_2.lsl
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// :CATEGORY:HUD
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// :NAME:AntiAFK_HUD
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// :AUTHOR:Noland Brokken
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// :CREATED:2010-11-08 12:18:03.007
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// :EDITED:2013-09-18 15:38:47
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// :ID:42
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// :NUM:56
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// :REV:1.0
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// :WORLD:Second Life
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// :DESCRIPTION:
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// Position the HUD on attach
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// :CODE:
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vector brOffset = <0.0, 0.04, 0.1>;
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vector bmOffset = <0.0, 0.0, 0.1>;
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vector blOffset = <0.0, -0.04, 0.1>;
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vector trOffset = <0.0, 0.04, -0.06>;
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vector tmOffset = <0.0, 0.0, -0.06>;
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vector tlOffset = <0.0, -0.04, -0.06>;
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default
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{
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attach(key id)
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{
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if (id != NULL_KEY)
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{
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integer attachPoint = llGetAttached();
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// Nasty if else block
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if (attachPoint == 32) // HUD Top Right
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{
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llSetPos(trOffset);
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}
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else if (attachPoint == 33) // HUD Top
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