removed useless _ folders
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3
Flame/Flame.sol
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Flame/Flame.sol
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<Solution name="Flame">
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<Project name="Flame" path="Flame\Flame.prj" active="true"/>
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</Solution>
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6
Flame/Flame/Flame.prj
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6
Flame/Flame/Flame.prj
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<Project name="Flame" guid="D71DDB95-6C00-1014-B904-200204C60A89">
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<Object name="Object" guid="D71DDC8D-6C00-1014-B904-200204C60A89">
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<Script name="Flame_1.lsl" guid="D71E025A-6C00-1014-B904-200204C60A89">
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</Script>
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</Object>
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</Project>
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69
Flame/Flame/Object/Flame_1.lsl
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69
Flame/Flame/Object/Flame_1.lsl
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// :CATEGORY:ANimation
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// :NAME:Flame
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// :AUTHOR:Anonymous
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// :CREATED:2010-01-10 05:20:56.000
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// :EDITED:2013-09-18 15:38:53
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// :ID:313
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// :NUM:412
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// :REV:1.0
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// :WORLD:Second Life
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// :DESCRIPTION:
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// Flame.lsl
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// :CODE:
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integer animOn = TRUE; //Set to FALSE and call initAnim() again to stop the animation.
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//Effect parameters: (can be put in list together, to make animation have all of said effects)
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//LOOP - loops the animation
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//SMOOTH - plays animation smoothly
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//REVERSE - plays animation in reverse
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//PING_PONG - plays animation in one direction, then cycles in the opposite direction
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list effects = [SMOOTH,LOOP];
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//Movement parameters (choose one):
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//ROTATE - Rotates the texture
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//SCALE - Scales the texture
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//Set movement to 0 to slide animation in the X direction, without any special movement.
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integer movement = 0;
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integer face = ALL_SIDES; //Number representing the side to activate the animation on.
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integer sideX = 1; //Represents how many horizontal images (frames) are contained in your texture.
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integer sideY = 1; //Same as sideX, except represents vertical images (frames).
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float start = 0.0; //Frame to start animation on. (0 to start at the first frame of the texture)
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float length = 0.0; //Number of frames to animate, set to 0 to animate all frames.
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float speed = 10.0; //Frames per second to play.
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initAnim() //Call this when you want to change something in the texture animation.
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{
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if(animOn)
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{
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integer effectBits;
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integer i;
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for(i = 0; i < llGetListLength(effects); i++)
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{
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effectBits = (effectBits | llList2Integer(effects,i));
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}
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integer params = (effectBits|movement);
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llSetTextureAnim(ANIM_ON|params,face,sideX,sideY,
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start,length,speed);
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}
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else
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{
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llSetTextureAnim(0,face,sideX,sideY,
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start,length,speed);
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}
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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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initAnim();
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}
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}
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// END //
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