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!
This commit is contained in:
RebeccaNod1 2025-09-18 12:42:41 -05:00
parent 15318d8292
commit 713af5f26e

View file

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