removed useless _ folders
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3
sound_sequence__sensor/sound_sequence__sensor.sol
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3
sound_sequence__sensor/sound_sequence__sensor.sol
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<Solution name="sound_sequence__sensor">
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<Project name="sound_sequence__sensor" path="sound_sequence__sensor\sound_sequence__sensor.prj" active="true"/>
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</Solution>
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// :CATEGORY:Sound
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// :NAME:sound_sequence__sensor
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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 15:39:05
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// :ID:817
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// :NUM:1127
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// :REV:1.0
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// :WORLD:Second Life
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// :DESCRIPTION:
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// sound sequence sensor.lsl
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// :CODE:
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integer FLAG = FALSE;
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integer FLAG2 = FALSE;
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integer counter = 0;
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default
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{
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state_entry()
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{
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llSensorRepeat("", NULL_KEY, AGENT, 10.0, PI/2, 2 );
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}
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sensor(integer num)
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{
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if (FLAG2 == TRUE)
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{
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vector pos = llDetectedPos(0); // point at avatar
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llSay(-908765, (string) pos);
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}
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if (FLAG== FALSE)
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{
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key thisKey = llDetectedKey(0);
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llSay(0,"Welcome " + llKey2Name(thisKey)) ;
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vector pos = llDetectedPos(0);
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llSay(-908765, (string) pos);
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integer sounds = llGetInventoryNumber(INVENTORY_SOUND);
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if (counter > sounds)
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counter = 0;
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string soundname = llGetInventoryName( INVENTORY_SOUND, counter );
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counter++;
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llSay(0,soundname);
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if ( soundname != "" )
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{
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llPlaySound( soundname, 1.0 );
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}
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FLAG2 = TRUE;
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}
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FLAG++;
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}
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no_sensor()
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{
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FLAG = FALSE;
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if (FLAG2 == TRUE)
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llSay(0,"Goodbye!");
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FLAG2 = FALSE;
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}
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}
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// END //
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@@ -0,0 +1,6 @@
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<Project name="sound_sequence__sensor" guid="D7B239F5-6C00-1014-B904-200204C60A89">
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<Object name="Object" guid="D7B23AD9-6C00-1014-B904-200204C60A89">
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<Script name="sound_sequence__sensor_1.lsl" guid="D7B258AF-6C00-1014-B904-200204C60A89">
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</Script>
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</Object>
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</Project>
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