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

View File

@@ -0,0 +1,3 @@
<Solution name="effect_Red_Rapture">
<Project name="effect_Red_Rapture" path="effect_Red_Rapture\effect_Red_Rapture.prj" active="true"/>
</Solution>

View File

@@ -0,0 +1,207 @@
// :CATEGORY:Particles
// :NAME:effect_Red_Rapture
// :AUTHOR:boogday kuu
// :CREATED:2010-01-10 05:20:56.000
// :EDITED:2013-09-18 15:38:52
// :ID:268
// :NUM:360
// :REV:1.0
// :WORLD:Second Life
// :DESCRIPTION:
// effect Red Rapture.lsl
// :CODE:
//////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////
//// eltee Statosky's Particle Creation Engine 1.0
//// 01/09/2004 modified by boogadey kuu
//// *PUBLIC DOMAIN*
//// Free to use
//// Free to copy
//// Free to poke at
//// Free to hide in stuff you sell
//// Just please leave this header intact
//////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////
integer effectFlags=0;
integer running=TRUE;
///////////////////////////////////////////////////////
// Color Secelection Variables
///////////////////////////////////////////////////////
// Interpolate between startColor and endColor
integer colorInterpolation = TRUE;
// Starting color for each particle
vector startColor = <1.0, 1.1, 7>;
// Ending color for each particle
vector endColor = <1, 1, 1>;
// Starting Transparency for each particle (1.0 is solid)
float startAlpha = 9;
// Ending Transparency for each particle (0.0 is invisible)
float endAlpha = 0;
// Enables Absolute color (true) ambient lighting (false)
integer glowEffect = TRUE;
///////////////////////////////////////////////////////
// Size & Shape Selection Variables
///////////////////////////////////////////////////////
// Interpolate between startSize and endSize
integer sizeInterpolation = TRUE;
// Starting size of each particle
vector startSize = <0.2, 2.2, 3.2>;
// Ending size of each particle
vector endSize = <1.7, 2.33, 7.77>;
// Turns particles to face their movement direction
integer followVelocity = TRUE;
// Texture the particles will use ("" for default)
string texture = "188f0229-26a8-2c90-8e6c-6d70e59b6f0b";
///////////////////////////////////////////////////////
// Timing & Creation Variables Variables
///////////////////////////////////////////////////////
// Lifetime of one particle (seconds)
float particleLife = 5.99;
// Lifetime of the system 0.0 for no time out (seconds)
float SystemLife = 0.0;
// Number of seconds between particle emissions
float emissionRate = 0.02;
// Number of particles to releast on each emission
integer partPerEmission = 1;
///////////////////////////////////////////////////////
// Angular Variables
///////////////////////////////////////////////////////
// The radius used to spawn angular particle patterns
float radius = 0.9;
// Inside angle for angular particle patterns
float innerAngle = 1;
// Outside angle for angular particle patterns
float outerAngle = 0;
// Rotational potential of the inner/outer angle
vector omega = <0.0, 0.0, 0.7>;
///////////////////////////////////////////////////////
// Movement & Speed Variables
///////////////////////////////////////////////////////
// The minimum speed a particle will be moving on creation
float minSpeed = 0.0;
// The maximum speed a particle will be moving on creation
float maxSpeed = 0.1;
// Global acceleration applied to all particles
vector acceleration = <0.0, 0.0, 0.2>;
// If true, particles will be blown by the current wind
integer windEffect = FALSE;
// if true, particles 'bounce' off of the object's Z height
integer bounceEffect = FALSE;
// If true, particles spawn at the container object center
integer followSource = FALSE;
// If true, particles will move to expire at the target
//integer followTarget = TRUE;
// 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 = FALSE;
integer randomVelocity = FALSE;
integer particleTrails = FALSE;
///////////////////////////////////////////////////////
// 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_CONE;
// 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 ]);
}
default
{
state_entry()
{
running=TRUE;
llSetText("", <0.0, 0.0, 0.0>, 0.9);
setParticles();
}
touch_start(integer num_detected)
{
if (running==TRUE)
{
running=FALSE;
llSetText("*", <0.0, 0.0, 0.0>, 0.9);
llParticleSystem([]);
}
else
{
running=TRUE;
llSetText("", <0.0, 0.0, 0.0>, 0.9);
setParticles();
}
}
}
// END //

View File

@@ -0,0 +1,6 @@
<Project name="effect_Red_Rapture" guid="D7171EC5-6C00-1014-B904-200204C60A89">
<Object name="Object" guid="D7171FA7-6C00-1014-B904-200204C60A89">
<Script name="effect_Red_Rapture_1.lsl" guid="D7176304-6C00-1014-B904-200204C60A89">
</Script>
</Object>
</Project>