removed useless _ folders

This commit is contained in:
Fred Beckhusen
2015-08-09 16:54:31 -05:00
parent fde850293c
commit 948a44dfba
5204 changed files with 2425579 additions and 0 deletions

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<Solution name="Horse_Riding_script">
<Project name="Horse_Riding_script" path="Horse_Riding_script\Horse_Riding_script.prj" active="true"/>
</Solution>

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<Project name="Horse_Riding_script" guid="D8733554-6C00-1014-B904-200204C60A89">
<Object name="Object" guid="D8733642-6C00-1014-B904-200204C60A89">
<Script name="Horse_Riding_script_1.lsl" guid="D8738697-6C00-1014-B904-200204C60A89">
</Script>
</Object>
</Project>

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