diff --git a/xyzzy_Master_script.lsl b/xyzzy_Master_script.lsl index d80a5e5..dad218d 100644 --- a/xyzzy_Master_script.lsl +++ b/xyzzy_Master_script.lsl @@ -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)