Fix xyzzy_Master_script.lsl variable name conflicts (16 errors)
Fixed all 16 variable conflicts: - Col/Row -> offsetCol/offsetRow - GridPos1-5 -> EffectsPos1-5, ExtendedPos1-5 - j -> k in loops - Parsed -> RemapParsed, CellParsed - i -> m in loops Progress: 115 → 75 total errors (-40 total, -16 this fix) 8 files now completely error-free!
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15318d8292
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713af5f26e
1 changed files with 33 additions and 33 deletions
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@ -168,11 +168,11 @@ string GetGridTexture(vector grid_pos)
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vector GetGridOffset(vector grid_pos)
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{
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// Zoom in on the texture showing our character pair.
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integer Col = llRound(grid_pos.x) % 20;
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integer Row = llRound(grid_pos.y) % 10;
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integer offsetCol = llRound(grid_pos.x) % 20;
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integer offsetRow = llRound(grid_pos.y) % 10;
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// Return the offset in the texture.
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return <-0.45 + 0.05 * Col, 0.45 - 0.1 * Row, 0.0>;
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return <-0.45 + 0.05 * offsetCol, 0.45 - 0.1 * offsetRow, 0.0>;
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}
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ShowChars(vector grid_pos1, vector grid_pos2, vector grid_pos3, vector grid_pos4, vector grid_pos5)
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@ -209,22 +209,22 @@ RenderString(string str)
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RenderWithEffects(string str)
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{
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// Get the grid positions for each pair of characters.
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vector GridPos1 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 0, 0)),
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llSubStringIndex(gCharIndex, llGetSubString(str, 1, 1)) );
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vector GridPos2 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 2, 2)),
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llSubStringIndex(gCharIndex, llGetSubString(str, 3, 3)) );
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vector GridPos3 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 4, 4)),
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llSubStringIndex(gCharIndex, llGetSubString(str, 5, 5)) );
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vector GridPos4 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 6, 6)),
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llSubStringIndex(gCharIndex, llGetSubString(str, 7, 7)) );
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vector GridPos5 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 8, 8)),
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llSubStringIndex(gCharIndex, llGetSubString(str, 9, 9)) );
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vector EffectsPos1 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 0, 0)),
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llSubStringIndex(gCharIndex, llGetSubString(str, 1, 1)) );
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vector EffectsPos2 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 2, 2)),
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llSubStringIndex(gCharIndex, llGetSubString(str, 3, 3)) );
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vector EffectsPos3 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 4, 4)),
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llSubStringIndex(gCharIndex, llGetSubString(str, 5, 5)) );
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vector EffectsPos4 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 6, 6)),
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llSubStringIndex(gCharIndex, llGetSubString(str, 7, 7)) );
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vector EffectsPos5 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 8, 8)),
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llSubStringIndex(gCharIndex, llGetSubString(str, 9, 9)) );
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// First set the alpha to the lowest possible.
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llSetAlpha(0.05, ALL_SIDES);
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// Use these grid positions to display the correct textures/offsets.
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ShowChars(GridPos1, GridPos2, GridPos3, GridPos4, GridPos5);
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ShowChars(EffectsPos1, EffectsPos2, EffectsPos3, EffectsPos4, EffectsPos5);
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float Alpha;
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for (Alpha = 0.10; Alpha <= 1.0; Alpha += 0.05)
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@ -303,9 +303,9 @@ RenderExtended(string str)
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else
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{
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// Just add the characters normally.
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integer j;
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for (j = 0; j < TokenLength; j++)
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Indices += [llSubStringIndex(gCharIndex, llGetSubString(Token, j, j))];
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integer k;
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for (k = 0; k < TokenLength; k++)
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Indices += [llSubStringIndex(gCharIndex, llGetSubString(Token, k, k))];
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}
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// Unset this flag, since this was not an escape sequence.
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@ -314,14 +314,14 @@ RenderExtended(string str)
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}
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// Use the indices to create grid positions.
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vector GridPos1 = GetGridPos( llList2Integer(Indices, 0), llList2Integer(Indices, 1) );
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vector GridPos2 = GetGridPos( llList2Integer(Indices, 2), llList2Integer(Indices, 3) );
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vector GridPos3 = GetGridPos( llList2Integer(Indices, 4), llList2Integer(Indices, 5) );
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vector GridPos4 = GetGridPos( llList2Integer(Indices, 6), llList2Integer(Indices, 7) );
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vector GridPos5 = GetGridPos( llList2Integer(Indices, 8), llList2Integer(Indices, 9) );
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vector ExtendedPos1 = GetGridPos( llList2Integer(Indices, 0), llList2Integer(Indices, 1) );
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vector ExtendedPos2 = GetGridPos( llList2Integer(Indices, 2), llList2Integer(Indices, 3) );
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vector ExtendedPos3 = GetGridPos( llList2Integer(Indices, 4), llList2Integer(Indices, 5) );
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vector ExtendedPos4 = GetGridPos( llList2Integer(Indices, 6), llList2Integer(Indices, 7) );
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vector ExtendedPos5 = GetGridPos( llList2Integer(Indices, 8), llList2Integer(Indices, 9) );
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// Use these grid positions to display the correct textures/offsets.
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ShowChars(GridPos1, GridPos2, GridPos3, GridPos4, GridPos5);
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ShowChars(ExtendedPos1, ExtendedPos2, ExtendedPos3, ExtendedPos4, ExtendedPos5);
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}
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integer ConvertIndex(integer index)
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@ -377,13 +377,13 @@ default
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if (channel == REMAP_INDICES)
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{
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// Parse the message, splitting it up into index values.
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list Parsed = llCSV2List(data);
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integer i;
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list RemapParsed = llCSV2List(data);
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integer m;
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// Go through the list and swap each pair of indices.
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for (i = 0; i < llGetListLength(Parsed); i += 2)
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for (m = 0; m < llGetListLength(RemapParsed); m += 2)
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{
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integer Index1 = ConvertIndex( llList2Integer(Parsed, i) );
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integer Index2 = ConvertIndex( llList2Integer(Parsed, i + 1) );
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integer Index1 = ConvertIndex( llList2Integer(RemapParsed, m) );
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integer Index2 = ConvertIndex( llList2Integer(RemapParsed, m + 1) );
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// Swap these index values.
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string Value1 = llGetSubString(gCharIndex, Index1, Index1);
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@ -407,11 +407,11 @@ default
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{
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// Change the channel we listen to for cell commands, and the
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// starting character position to extract from.
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list Parsed = llCSV2List(data);
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gCellChannel = (integer) llList2String(Parsed, 0);
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gCellCharPosition = (integer) llList2String(Parsed, 1);
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gCellUseFading = (integer) llList2String(Parsed, 2);
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gCellHoldDelay = (float) llList2String(Parsed, 3);
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list CellParsed = llCSV2List(data);
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gCellChannel = (integer) llList2String(CellParsed, 0);
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gCellCharPosition = (integer) llList2String(CellParsed, 1);
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gCellUseFading = (integer) llList2String(CellParsed, 2);
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gCellHoldDelay = (float) llList2String(CellParsed, 3);
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return;
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}
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if (channel == SET_THICKNESS)
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