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

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// :CATEGORY:Animation
// :NAME:Sequential_or_Random_Dance
// :AUTHOR:Anonymous
// :CREATED:2010-01-10 05:20:56.000
// :EDITED:2013-09-18 15:39:02
// :ID:740
// :NUM:1023
// :REV:1.0
// :WORLD:Second Life
// :DESCRIPTION:
// Dance.lsl was totally re-written by Ferd Frederis. This is Open Source, do with as you wish.
// :CODE:
// Dance.lsl was totally re-written by Ferd Frederis. This is Open Source, do with as you wish.
// plays a random bunch of animations that are located in the prim inventory when it is attached or rezzed.
integer INTERVAL = 30; // how many seconds to play each dance, randomly
// just some constants, nothing here. Move on.
list dances;
integer WHICH; // which dance
integer TOTAL; // how many dances
integer PERMS; // current permissions
integer STATE; // off if flase, 1 = next dance, 2 = random
integer listener; // the current listener, so we can remove it.
integer counter; // counter for timer to auto stop listeners;
// pop up a dialog boz
dialog()
{
llListenRemove(listener);
integer channel = llCeil(llFrand(1000)+100 * -1);
listener = llListen(channel,"","","");
llDialog(llGetOwner(),"Choose",["Next Dance","Stop Dance","Random"], channel);
}
default
{
state_entry()
{
// load up the current animation inventory into a list
integer i;
integer j = llGetInventoryNumber(INVENTORY_ANIMATION);
for (i = 0; i < j; i++)
{
dances += llGetInventoryName(INVENTORY_ANIMATION,i); // add to a list
TOTAL++;
}
STATE = 1; // dance sequentially
llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION); dialog();
}
// was rezzed or attached, start over
on_rez(integer param)
{
llResetScript();
}
// someone added or deleted an animation. Start over and make a new list
changed(integer what)
{
if (what & CHANGED_INVENTORY)
llResetScript();
}
timer()
{
// since they may hit ignore on the dialog, we count two passes at the timer, then kidll off any listener.
if (listener)
counter++;
if (counter)
llListenRemove (listener); // remove the listener after two passes to help with lag
// now lets see what to do
PERMS = llGetPermissions();
if (PERMS & PERMISSION_TRIGGER_ANIMATION)
{
if (STATE == 1) // sequential play
{
llStopAnimation(llList2String(dances, WHICH)); // quit the current
WHICH++;
if (WHICH >= TOTAL)

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<Project name="Sequential_or_Random_Dance" guid="D7054EEE-6C00-1014-B904-200204C60A89">
<Object name="Object" guid="D7054FBC-6C00-1014-B904-200204C60A89">
<Script name="Sequential_or_Random_Dance_1.lsl" guid="D7057821-6C00-1014-B904-200204C60A89">
</Script>
</Object>
</Project>