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="LumVision_Presentation_Script_v2">
<Project name="LumVision_Presentation_Script_v2" path="LumVision_Presentation_Script_v2\LumVision_Presentation_Script_v2.prj" active="true"/>
</Solution>

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<Project name="LumVision_Presentation_Script_v2" guid="D8A5064B-6C00-1014-B904-200204C60A89">
<Object name="Object" guid="D8A5072F-6C00-1014-B904-200204C60A89">
<Script name="LumVision_Presentation_Script_v2_1.lsl" guid="D8A53FEC-6C00-1014-B904-200204C60A89">
</Script>
</Object>
</Project>

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// :CATEGORY:Signs
// :NAME:LumVision_Presentation_Script_v2
// :AUTHOR:Lum Pfohl
// :CREATED:2011-01-22 12:41:14.497
// :EDITED:2013-09-18 15:38:56
// :ID:498
// :NUM:666
// :REV:1.0
// :WORLD:Second Life
// :DESCRIPTION:
// 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.
//
// 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.
// :CODE:
//
// LumVision-Presentation Script v 0.2
//
// Written by Lum Pfohl December 11, 2007
//
// January 02, 2008 - Added code to precache the next texture after a short time delay
// set to TRUE if you want debug messages written to chat screen
integer __debug = FALSE;
string __version_id = "LumVision-Presentation Script v 0.2";
// global variables
integer interval;
integer currentTexture = 0;
integer previousTexture = 0;
integer totalTextures = 0;
list textureList =[];
integer messageChannel = 999888;
list dynMenu =["Back", "Version", "Forward", "Reset"];
// this is a list of all the possible inventory types, as constants.
list list_types = [INVENTORY_NONE, INVENTORY_TEXTURE, INVENTORY_SOUND, INVENTORY_LANDMARK,
INVENTORY_CLOTHING, INVENTORY_OBJECT, INVENTORY_NOTECARD, INVENTORY_SCRIPT,
INVENTORY_BODYPART, INVENTORY_ANIMATION, INVENTORY_GESTURE];
// this list is of the string names corresponding to the one above.
list list_names = ["None", "Texture", "Sound", "Landmark", "Clothing", "Object", "Notecard",
"Script", "Body Part", "Animation", "Gesture"];
default {
state_entry() {
// read in the textures in the prim and store it
integer typeCount = llGetInventoryNumber(INVENTORY_TEXTURE);
integer j;
for (j = 0; j < typeCount; ++j) {
string invName = llGetInventoryName(INVENTORY_TEXTURE, j);
if (__debug) {
llWhisper(0, "Inventory " + invName);
}
textureList += invName;
++totalTextures;
}
if (__debug) {
llWhisper(0, "Found " + (string) totalTextures + " textures");
}
llSetTexture(llList2String(textureList, 0), 0);
// initialize the channel on which the vendor will talk to the owner via dialog
messageChannel = (integer) llFrand(2000000000.0);
llListen(messageChannel, "", NULL_KEY, "");
// llOwnerSay((string)messageChannel);
currentTexture = 0;
}
on_rez(integer start_param) {
llResetScript();
}