removed useless _ folders
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3
Footstep_Sounds/Footstep_Sounds.sol
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3
Footstep_Sounds/Footstep_Sounds.sol
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<Solution name="Footstep_Sounds">
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<Project name="Footstep_Sounds" path="Footstep_Sounds\Footstep_Sounds.prj" active="true"/>
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</Solution>
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6
Footstep_Sounds/Footstep_Sounds/Footstep_Sounds.prj
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6
Footstep_Sounds/Footstep_Sounds/Footstep_Sounds.prj
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<Project name="Footstep_Sounds" guid="D8539361-6C00-1014-B904-200204C60A89">
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<Object name="Object" guid="D853945B-6C00-1014-B904-200204C60A89">
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<Script name="Footstep_Sounds_1.lsl" guid="D853AE7D-6C00-1014-B904-200204C60A89">
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</Script>
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</Object>
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</Project>
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48
Footstep_Sounds/Footstep_Sounds/Object/Footstep_Sounds_1.lsl
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48
Footstep_Sounds/Footstep_Sounds/Object/Footstep_Sounds_1.lsl
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// :CATEGORY:AO
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// :NAME:Footstep_Sounds
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// :AUTHOR:RvA Hax
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// :CREATED:2010-07-01 15:44:12.797
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// :EDITED:2013-09-18 15:38:53
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// :ID:332
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// :NUM:445
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// :REV:1.0
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// :WORLD:Second Life
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// :DESCRIPTION:
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// Footstep_Sounds
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// :CODE:
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key owner;
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string sound;
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integer walking0;
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default {
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state_entry()
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{
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owner = llGetOwner();
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sound = llGetInventoryName(INVENTORY_SOUND, 0);
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llSetTimerEvent(0.4);
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}
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timer()
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{
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integer walking = llGetAgentInfo(owner) & AGENT_WALKING;
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if (walking && !walking0)
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llLoopSound(sound, 0.4);
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