removed useless _ folders
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3
an_elevator/an_elevator.sol
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3
an_elevator/an_elevator.sol
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<Solution name="an_elevator">
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<Project name="an_elevator" path="an_elevator\an_elevator.prj" active="true"/>
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</Solution>
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53
an_elevator/an_elevator/Object/an_elevator_1.lsl
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53
an_elevator/an_elevator/Object/an_elevator_1.lsl
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// :CATEGORY:Elevator
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// :NAME:an_elevator
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// :AUTHOR:Anonymous
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// :CREATED:2010-01-10 05:20:56.000
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// :EDITED:2013-09-18 15:38:47
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// :ID:33
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// :NUM:44
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// :REV:1.0
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// :WORLD:Second Life
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// :DESCRIPTION:
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// an elevator.lsl
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// :CODE:
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vector pos;//Base Postion
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vector end;//Target Position
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key owner;
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default
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{
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state_entry()
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{
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owner=llGetOwner();
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llListen(0,"",owner,"");
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llListen(34,"","","first");
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llListen(34,"","","second");
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llSetStatus(STATUS_ROTATE_X|STATUS_ROTATE_Y|STATUS_ROTATE_Z,FALSE);
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}
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listen(integer a, string n, key id, string m)
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{
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// When the object hears align, it will grab the base position, and after which, all moves will be made by adjusting the z-coordinate of the base position.
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if(m=="align")
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{
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pos=llGetPos();
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llSetStatus(STATUS_PHYSICS,TRUE);
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llMoveToTarget(pos,1.5);
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}
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// For the first floor, we want the elevator to be at its base position, so end(final resting place of the elevator) is the same as pos. I showed the addition of the vector <0,0,0> merely for continuity. The same comments about tau that apply to the llSetHoverHeight, apply to llMoveTarget.
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if(m=="first")
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{
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end=pos;
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llMoveToTarget(end,1.5);
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}
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if(m=="second")
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{
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end=pos+<0,0,3.29>;
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llMoveToTarget(end,1.5);
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}
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}
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}
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// END //
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6
an_elevator/an_elevator/an_elevator.prj
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6
an_elevator/an_elevator/an_elevator.prj
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<Project name="an_elevator" guid="D6DC5CCC-6C00-1014-B904-200204C60A89">
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<Object name="Object" guid="D6DC5DA6-6C00-1014-B904-200204C60A89">
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<Script name="an_elevator_1.lsl" guid="D6DC7ACD-6C00-1014-B904-200204C60A89">
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</Script>
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</Object>
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</Project>
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