removed useless _ folders
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3
rocketlauncher/rocketlauncher.sol
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3
rocketlauncher/rocketlauncher.sol
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<Solution name="rocketlauncher">
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<Project name="rocketlauncher" path="rocketlauncher\rocketlauncher.prj" active="true"/>
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</Solution>
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199
rocketlauncher/rocketlauncher/Object/rocketlauncher_1.lsl
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199
rocketlauncher/rocketlauncher/Object/rocketlauncher_1.lsl
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// :CATEGORY:Weapons
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// :NAME:rocketlauncher
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// :AUTHOR:John Linden
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// :CREATED:2010-01-10 05:20:56.000
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// :EDITED:2013-09-18 15:39:01
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// :ID:708
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// :NUM:968
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// :REV:1.0
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// :WORLD:Second Life
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// :DESCRIPTION:
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// rocketlauncher.lsl
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// :CODE:
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// Gun script
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// John Linden
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// Modified by Inuchance
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// where the gun attaches itself if you click on it
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// switch this to ATTACH_LHAND if you are left-handed
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integer gAttachPart = ATTACH_RHAND;
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integer gDesiredPerm;
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integer gHavePermissions;
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float gBulletSpeed = 3.0;
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// when we last fired a shot
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float gLastFireTime = 0;
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// how long it takes to reload when tapping
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float gTapReloadTime = 2.00;
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// how long it takes to reload when holding
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float gHoldReloadTime = 2.00;
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// HACK: how far away the eye is from the avatar's center (approximately)
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vector gEyeOffset = <0.0, 0.0, 0.84>;
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say(string msg)
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{
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llSay(0, msg);
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}
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debug(string msg)
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{
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// llSay(0, msg);
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}
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func_debug(string msg)
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{
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// llSay(0, msg);
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}
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// the gun has only one state
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default
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{
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on_rez(integer start_param)
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{
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func_debug("on_rez");
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// HACK: try to compensate for height of avatar
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// by changing firing position appropriately
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vector size = llGetAgentSize(llGetOwner());
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gEyeOffset.z = gEyeOffset.z * (size.z / 2.0);
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// NOTE: can't do this if we want to attach by dragging from
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// inventory onto the av, because the llResetScript(); clears
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// all the callbacks, including attach()
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// llResetScript();
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// NOTE 2: This can be uncommented in 1.1 because you won't have
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// to ask for permissions, you can just take them. But for now
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// it pops up two dialog boxes if you drag onto the av, so I'll
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// leave it out.
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// Try to attach to the rezzer
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// if ( !gHavePermissions )
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// {
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// llRequestPermissions(llGetOwner(), gDesiredPerm);
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// }
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}
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state_entry()
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{
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func_debug("default state_entry");
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gHavePermissions = FALSE;
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// this should be initialized directly with the variable
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// but I can't do that due to a bug
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gDesiredPerm = (PERMISSION_TAKE_CONTROLS
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| PERMISSION_TRIGGER_ANIMATION);
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llResetTime();
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}
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// Player attaches us, either by dragging onto self or from pie menu
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attach(key av_key)
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{
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func_debug("attach");
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if (av_key != NULL_KEY)
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{
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// Can't attach if we don't own it
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if ( av_key != llGetOwner() )
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{
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llWhisper(0, ":O");
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return;
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}
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//
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// Always request permissions on attach, as we may be re-rezzing on login
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llRequestPermissions(av_key, gDesiredPerm);
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// run_time_permissions() is executed after this call
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} else
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{
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func_debug(" detach");
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if ( gHavePermissions )
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{
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// we are being detached
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llStopAnimation("hold_R_rifle");
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llReleaseControls();
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llSetRot(<0.0, 0.0, 0.0, 1.0>);
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gHavePermissions = FALSE;
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}
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}
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}
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// this is called whenever llRequestPermissions() returns
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// i.e. the user has responded or dismissed the dialog
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// perm is the permissions we now have
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run_time_permissions(integer perm)
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{
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func_debug("run_time_permissions");
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// see if we now have the permissions we need
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if ( (perm & gDesiredPerm) == gDesiredPerm )
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{
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func_debug(" got perms");
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// we got the permissions we asked for
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gHavePermissions = TRUE;
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llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE);
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llStartAnimation("hold_R_rifle");
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} else
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{
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func_debug(" didn't get perms");
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// we didn't get them, kill ourselves
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llDie();
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}
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}
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// the player has used the controls, process them
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control(key owner, integer level, integer edge)
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{
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func_debug("control");
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// has our gun reloaded?
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float time = llGetTime();
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// see if av has fired
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// (edge & level) == down edges, (edge & !level) == up edges
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// repeat rate is faster for tapping than holding
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if ( ( ((edge & level) & CONTROL_ML_LBUTTON)
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&& (time > gTapReloadTime) )
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|| ( (time > gHoldReloadTime)
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&& (level & CONTROL_ML_LBUTTON) ) )
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{
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// if player is out of ammo, must wait for reload
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// bang!
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// llTriggerSound("railgf1a", 10);
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// llTriggerSound("railgf1a", 10); // OMG LOUD
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llResetTime(); // we fired, set timer back to 0
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// HACK: gun shoots from gun pos, mouselook looks
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// from player's eye, so we try to move the gun
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// up to the eye. but we really don't
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// know where it is, so we guess (see gEyeOffset)
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vector my_pos = llGetPos() + gEyeOffset;
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rotation my_rot = llGetRot();
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vector my_fwd = llRot2Fwd(my_rot);
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llTriggerSound("Launch", 10);
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llRezObject("Missile",
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my_pos + (my_fwd*2),
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my_fwd * gBulletSpeed + llGetVel(),
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llEuler2Rot(<0, PI_BY_TWO, 0>) * my_rot,
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1);
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}
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} // control
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} // default state
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// END //
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6
rocketlauncher/rocketlauncher/rocketlauncher.prj
Normal file
6
rocketlauncher/rocketlauncher/rocketlauncher.prj
Normal file
@@ -0,0 +1,6 @@
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<Project name="rocketlauncher" guid="D77F899C-6C00-1014-B904-200204C60A89">
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<Object name="Object" guid="D77F8AB8-6C00-1014-B904-200204C60A89">
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<Script name="rocketlauncher_1.lsl" guid="D782C0D2-6C00-1014-B904-200204C60A89">
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</Script>
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</Object>
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</Project>
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