removed useless _ folders
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<Solution name="LumVision_Presentation_Script_v2">
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<Project name="LumVision_Presentation_Script_v2" path="LumVision_Presentation_Script_v2\LumVision_Presentation_Script_v2.prj" active="true"/>
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</Solution>
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<Project name="LumVision_Presentation_Script_v2" guid="D8A5064B-6C00-1014-B904-200204C60A89">
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<Object name="Object" guid="D8A5072F-6C00-1014-B904-200204C60A89">
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<Script name="LumVision_Presentation_Script_v2_1.lsl" guid="D8A53FEC-6C00-1014-B904-200204C60A89">
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</Script>
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</Object>
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</Project>
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// :CATEGORY:Signs
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// :NAME:LumVision_Presentation_Script_v2
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// :AUTHOR:Lum Pfohl
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// :CREATED:2011-01-22 12:41:14.497
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// :EDITED:2013-09-18 15:38:56
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// :ID:498
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// :NUM:666
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// :REV:1.0
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// :WORLD:Second Life
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// :DESCRIPTION:
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// This is my script for an in-world slide show. Rez a cube and fill it with textures followed by this script. If the textures are named to be sequential, this presentations script will display each texture in that order.
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//
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// Touch the cube to start. A drop down menu will provide options to go back, go forward in the sequence of textures, or reset the script.
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// :CODE:
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//
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// LumVision-Presentation Script v 0.2
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//
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// Written by Lum Pfohl December 11, 2007
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//
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// January 02, 2008 - Added code to precache the next texture after a short time delay
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// set to TRUE if you want debug messages written to chat screen
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integer __debug = FALSE;
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string __version_id = "LumVision-Presentation Script v 0.2";
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// global variables
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integer interval;
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integer currentTexture = 0;
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integer previousTexture = 0;
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integer totalTextures = 0;
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list textureList =[];
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integer messageChannel = 999888;
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list dynMenu =["Back", "Version", "Forward", "Reset"];
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// this is a list of all the possible inventory types, as constants.
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list list_types = [INVENTORY_NONE, INVENTORY_TEXTURE, INVENTORY_SOUND, INVENTORY_LANDMARK,
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INVENTORY_CLOTHING, INVENTORY_OBJECT, INVENTORY_NOTECARD, INVENTORY_SCRIPT,
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INVENTORY_BODYPART, INVENTORY_ANIMATION, INVENTORY_GESTURE];
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// this list is of the string names corresponding to the one above.
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list list_names = ["None", "Texture", "Sound", "Landmark", "Clothing", "Object", "Notecard",
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"Script", "Body Part", "Animation", "Gesture"];
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default {
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state_entry() {
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// read in the textures in the prim and store it
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integer typeCount = llGetInventoryNumber(INVENTORY_TEXTURE);
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integer j;
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for (j = 0; j < typeCount; ++j) {
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string invName = llGetInventoryName(INVENTORY_TEXTURE, j);
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if (__debug) {
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llWhisper(0, "Inventory " + invName);
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}
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textureList += invName;
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++totalTextures;
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}
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if (__debug) {
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llWhisper(0, "Found " + (string) totalTextures + " textures");
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}
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llSetTexture(llList2String(textureList, 0), 0);
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// initialize the channel on which the vendor will talk to the owner via dialog
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messageChannel = (integer) llFrand(2000000000.0);
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llListen(messageChannel, "", NULL_KEY, "");
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// llOwnerSay((string)messageChannel);
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currentTexture = 0;
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}
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on_rez(integer start_param) {
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llResetScript();
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}
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