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

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// :CATEGORY:Weapons
// :NAME:sword_script
// :AUTHOR:John Linden
// :CREATED:2010-01-10 05:20:56.000
// :EDITED:2013-09-18 15:39:06
// :ID:863
// :NUM:1200
// :REV:1.0
// :WORLD:Second Life
// :DESCRIPTION:
// sword script.lsl
// :CODE:
// Gun script
// John Linden
// where the gun attaches itself if you click on it
// switch this to ATTACH_LHAND if you are left-handed
integer gAttachPart = ATTACH_RHAND;
vector rez_pos = <1.5, 0.0, 0.02>;
float height_offset;
integer gDesiredPerm;
// Indicates whether wearer has yet given permission
integer gHavePermissions;
// Bullet travel speed
float gBulletSpeed = 15.0;
// when we last fired a shot
float gLastFireTime = 0.01;
// how long it takes to reload when tapping
float gTapReloadTime = 0.01;
// how long it takes to reload when holding
float gHoldReloadTime = 0.01;
//the sword animation being used
integer swings;
string anim = "sword";
vector gEyeOffset = <0.0, 0.0, 0.75>;
key owner;
// the gun has only one state
default
{
on_rez(integer start_param)
{
swings = 0;
anim = "sword";
vector size = llGetAgentSize(llGetOwner());
gEyeOffset.z = gEyeOffset.z * (size.z / 2.0);
// llStopAnimation("sword pose");
}
state_entry()
{
gHavePermissions = FALSE;
// this should be initialized directly with the variable
// but I can't do that due to a bug
gDesiredPerm = (PERMISSION_TAKE_CONTROLS
| PERMISSION_TRIGGER_ANIMATION);
llStartAnimation("sword pose");
// Start with a full clip
llResetTime();
}
// the player has touched us (left-clicked)
// give directions
touch_start(integer tnum)
{
// Guns only work for their owner
if ( llDetectedKey(0) == llGetOwner() )
{
if ( gHavePermissions )
{
} else
{
}
} else
{
// Not the owner
}
}
// Player attaches us, either by dragging onto self or from pie menu
attach(key av_key)
{
if (av_key != NULL_KEY)
{
// Can't attach if we don't own it
if ( av_key != llGetOwner() )
{
return;
}
//
// Always request permissions on attach, as we may be re-rezzing on login
llRequestPermissions(av_key, gDesiredPerm);
llStartAnimation("sword pose");
// run_time_permissions() is executed after this call
} else
{
if ( gHavePermissions )
{
// we are being detached
llStopAnimation("swordb");
llStopAnimation("swordcr");
llStopAnimation("sword pose");
llReleaseControls();
llSetRot(<0.0, 0.0, 0.0, 1.0>);
gHavePermissions = FALSE;
}
}
}
// this is called whenever llRequestPermissions() returns
// i.e. the user has responded or dismissed the dialog
// perm is the permissions we now have
run_time_permissions(integer perm)
{
// see if we now have the permissions we need
if ( (perm & gDesiredPerm) == gDesiredPerm )
{
// we got the permissions we asked for
gHavePermissions = TRUE;
llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE);
} else
{
// we didn't get them, kill ourselves
//llDie();
}
}
// the player has used the controls, process them
control(key owner, integer level, integer edge)
{
// has our gun reloaded?
float time = llGetTime();
// see if av has fired
// (edge & level) == down edges, (edge & !level) == up edges
// repeat rate is faster for tapping than holding
if ( ( ((edge & level) & CONTROL_ML_LBUTTON)
&& (time > gTapReloadTime) )
|| ( (time > gHoldReloadTime)
&& (level & CONTROL_ML_LBUTTON) ) )
{
// if player is out of ammo, must wait for reload
if(swings = 0)
{
anim = "swordb";
}
if(swings = 1)
{
anim = "swordb";
}
if(swings = 2)
{
anim = "swordb";
}
if(swings = 3)
{
anim = "swordb";
swings = 0;
}
llTriggerSound("e19b1802-9dab-f9b0-5cbd-b3530e578908", 1.2);
llStartAnimation(anim);
llResetTime(); // we fired, set timer back to 0
vector my_pos = llGetPos() + gEyeOffset;
rotation my_rot = llGetRot();
vector my_fwd = llRot2Fwd(my_rot);
llRezObject("meele",
my_pos,
my_fwd * gBulletSpeed,
my_rot,
1);
llRezObject("meele",
my_pos + <0,0,0.15>,
my_fwd * gBulletSpeed,
my_rot,
1);
llRezObject("meele",
my_pos + <0,0,-0.15>,
my_fwd * gBulletSpeed,
my_rot,
1);
swings = swings + 1;
llStopAnimation(anim);
// llSleep(3.0);
// llStartAnimation("sword pose");
} // control
}
} // default state
// END //

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<Project name="sword_script" guid="D7BD7AF7-6C00-1014-B904-200204C60A89">
<Object name="Object" guid="D7BD7BEF-6C00-1014-B904-200204C60A89">
<Script name="sword_script_1.lsl" guid="D7BDAB6C-6C00-1014-B904-200204C60A89">
</Script>
</Object>
</Project>