removed useless _ folders
This commit is contained in:
3
Horse_Riding_script/Horse_Riding_script.sol
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3
Horse_Riding_script/Horse_Riding_script.sol
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<Solution name="Horse_Riding_script">
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<Project name="Horse_Riding_script" path="Horse_Riding_script\Horse_Riding_script.prj" active="true"/>
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</Solution>
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<Project name="Horse_Riding_script" guid="D8733554-6C00-1014-B904-200204C60A89">
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<Object name="Object" guid="D8733642-6C00-1014-B904-200204C60A89">
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<Script name="Horse_Riding_script_1.lsl" guid="D8738697-6C00-1014-B904-200204C60A89">
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</Script>
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</Object>
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</Project>
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// :CATEGORY:driving
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// :NAME:Horse_Riding_script
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// :AUTHOR:fratserke
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// :CREATED:2010-11-09 06:15:07.590
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// :EDITED:2013-09-18 15:38:55
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// :ID:384
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// :NUM:532
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// :REV:1.0
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// :WORLD:Second Life
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// :DESCRIPTION:
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// put this script in the master prim(yellow) off the horse en drive
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// :CODE:
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// History
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// 0.5 added DustIsOn Boolean for streamlining
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// 0.4 unknown
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// 0.3 duston/dustoff split & anti-push global on/off
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// 0.2 dust call & anti-push
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// 0.1 fix attach event problem for attach from inventory
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// 0.0 create
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// globals
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// animation to play when attached
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string animation = "badhorseriding";
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// this set to true will enable the "anti push" code so acts as a minimal push shield
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integer anti_push = TRUE;
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// time to wait if avatar does not move to "lock" into place.
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// ignore if anti_push is false.
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float lockwait = 1.0;
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// globals for state tracking
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integer have_permissions = FALSE;
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integer is_attached = FALSE;
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integer is_locked = FALSE;
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// globals for boolean lists
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integer perm_list;
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integer control_list;
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//integer clipclop;
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integer effectFlags=0;
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//integer running=1;
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integer dustIsOn = FALSE;
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// Color Secelection Variables
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// Interpolate between startColor and endColor
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integer colorInterpolation = 1;
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// Starting color for each particle
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vector startColor = <.85,.75,.72>;
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// Ending color for each particle
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vector endColor = <.85,.75,.72>;
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// Starting Transparency for each particle (1.0 is solid)
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float startAlpha = .5;
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// Ending Transparency for each particle (0.0 is invisible)
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float endAlpha = 0;
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// Enables Absolute color (true) ambient lighting (false)
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integer glowEffect = 0;
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// Size & Shape Selection Variables
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// Interpolate between startSize and endSize
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integer sizeInterpolation = 1;
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// Starting size of each particle
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vector startSize = <.75,.75,0>;
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// Ending size of each particle
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vector endSize = <4,4,0>;
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// Turns particles to face their movement direction
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integer followVelocity = 0;
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// Texture the particles will use ("" for default)
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string texture = "smoke";
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// Timing & Creation Variables Variables
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// Lifetime of one particle (seconds)
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float particleLife = 10;
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// Lifetime of the system 0.0 for no time out (seconds)
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float SystemLife = 0;
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// Number of seconds between particle emissions
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float emissionRate = .1;
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// Number of particles to releast on each emission
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integer partPerEmission = 5;
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// Angular Variables
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// The radius used to spawn angular particle patterns
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float radius = 0;
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// Inside angle for angular particle patterns
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float innerAngle = 0;
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// Outside angle for angular particle patterns
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float outerAngle = 2;
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// Rotational potential of the inner/outer angle
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vector omega = <0,0,0>;
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// Movement & Speed Variables
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// The minimum speed a particle will be moving on creation
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float minSpeed = 0;
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// The maximum speed a particle will be moving on creation
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float maxSpeed = .5;
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// Global acceleration applied to all particles
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vector acceleration = <0,0,0>;
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// If true, particles will be blown by the current wind
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integer windEffect = 1;
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// if true, particles 'bounce' off of the object's Z height
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integer bounceEffect = 0;
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// If true, particles spawn at the container object center
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integer followSource = 0;
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// If true, particles will move to expire at the target
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//integer followTarget = 1;
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// Desired target for the particles (any valid object/av key)
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// target Needs to be set at runtime
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key target = "";
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//As yet unimplemented particle system flags
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integer randomAcceleration = 0;
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integer randomVelocity = 0;
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integer particleTrails = 0;
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// Pattern Selection
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// Uncomment the pattern call you would like to use
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// Drop parcles at the container objects' center
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//integer pattern = PSYS_SRC_PATTERN_DROP;
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// Burst pattern originating at objects' center
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//integer pattern = PSYS_SRC_PATTERN_EXPLODE;
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// Uses 2D angle between innerAngle and outerAngle
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integer pattern = PSYS_SRC_PATTERN_ANGLE;
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// Uses 3D cone spread between innerAngle and outerAngle
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//integer pattern = PSYS_SRC_PATTERN_ANGLE_CONE;
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//
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//integer pattern = PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY;
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setParticles()
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{
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// Here is where to set the current target
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// llGetKey() targets this script's container object
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// llGetOwner() targets the owner of this script
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// Feel free to insert any other valid key
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target="";
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// The following block of if statements is used to construct the mask
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if (colorInterpolation) effectFlags = effectFlags|PSYS_PART_INTERP_COLOR_MASK;
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if (sizeInterpolation) effectFlags = effectFlags|PSYS_PART_INTERP_SCALE_MASK;
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if (windEffect) effectFlags = effectFlags|PSYS_PART_WIND_MASK;
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if (bounceEffect) effectFlags = effectFlags|PSYS_PART_BOUNCE_MASK;
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if (followSource) effectFlags = effectFlags|PSYS_PART_FOLLOW_SRC_MASK;
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if (followVelocity) effectFlags = effectFlags|PSYS_PART_FOLLOW_VELOCITY_MASK;
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if (target!="") effectFlags = effectFlags|PSYS_PART_TARGET_POS_MASK;
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if (glowEffect) effectFlags = effectFlags|PSYS_PART_EMISSIVE_MASK;
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//Uncomment the following selections once they've been implemented
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// if (randomAcceleration) effectFlags = effectFlags|PSYS_PART_RANDOM_ACCEL_MASK;
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// if (randomVelocity) effectFlags = effectFlags|PSYS_PART_RANDOM_VEL_MASK;
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// if (particleTrails) effectFlags = effectFlags|PSYS_PART_TRAIL_MASK;
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llParticleSystem([
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PSYS_PART_FLAGS, effectFlags,
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PSYS_SRC_PATTERN, pattern,
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PSYS_PART_START_COLOR, startColor,
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PSYS_PART_END_COLOR, endColor,
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PSYS_PART_START_ALPHA, startAlpha,
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PSYS_PART_END_ALPHA, endAlpha,
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PSYS_PART_START_SCALE, startSize,
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PSYS_PART_END_SCALE, endSize,
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PSYS_PART_MAX_AGE, particleLife,
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PSYS_SRC_ACCEL, acceleration,
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PSYS_SRC_TEXTURE, texture,
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PSYS_SRC_BURST_RATE, emissionRate,
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PSYS_SRC_INNERANGLE, innerAngle,
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PSYS_SRC_OUTERANGLE, outerAngle,
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PSYS_SRC_BURST_PART_COUNT, partPerEmission,
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PSYS_SRC_BURST_RADIUS, radius,
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PSYS_SRC_BURST_SPEED_MIN, minSpeed,
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PSYS_SRC_BURST_SPEED_MAX, maxSpeed,
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PSYS_SRC_MAX_AGE, SystemLife,
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PSYS_SRC_TARGET_KEY, target,
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PSYS_SRC_OMEGA, omega ]);
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}
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// sample dust functions
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duststart(integer is_running) {
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// call dust particles
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if(is_running) {
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// agent is running
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llLoopSound("98dc028e-c44b-b17d-4540-c0a7ba026908", 1);
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setParticles();
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dustIsOn = TRUE;
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} else {
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llLoopSound("e8a669ca-2400-69e3-693f-f87dd18fa9cd", 1);
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}
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}
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duststop() {
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// stop dust particles
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llStopSound();
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if(dustIsOn) {
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llParticleSystem([]);
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dustIsOn = FALSE;
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}
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}
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// My own attach event because of bug with attach from inventory not calling attach event
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doattach(key attachedAgent) {
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// process the attach event
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if (attachedAgent != NULL_KEY) {
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// we are attached to an agent so set the attached state
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