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Jan 28th, 2017
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  1. vector gEyeOffset = <0, 0, -0.1>;
  2. vector vel;
  3. vector pos;
  4. rotation rot;
  5.  
  6. default
  7.  
  8. { collision_start (integer total_number)
  9.  
  10. {
  11.         if(llGetAgentInfo(llGetOwner()) & AGENT_CROUCHING)
  12.       { llTriggerSound("ecf9739b-34ac-ca5a-b72d-b029d1d17355", 1.0);
  13.  
  14.             rot = llGetRot();
  15.             vel = llRot2Fwd(rot);
  16.             pos = llGetPos() + gEyeOffset;
  17.             pos = pos - vel;
  18.             vel = vel;
  19.  
  20.          llRezObject(llGetInventoryName(INVENTORY_OBJECT, llFloor(llFrand(llGetInventoryNumber(INVENTORY_OBJECT)))), pos, vel, rot, 0);
  21.         llSleep(1);
  22.       }
  23.   }    
  24.  
  25.  
  26.  
  27. land_collision_start (vector pos)
  28.  
  29. {
  30.         if(llGetAgentInfo(llGetOwner()) & AGENT_CROUCHING)
  31.       { llTriggerSound("ecf9739b-34ac-ca5a-b72d-b029d1d17355", 1.0);
  32.  
  33.             rot = llGetRot();
  34.             vel = llRot2Fwd(rot);
  35.             pos = llGetPos() + gEyeOffset;
  36.             pos = pos - vel;
  37.             vel = vel;
  38.  
  39.          llRezObject(llGetInventoryName(INVENTORY_OBJECT, llFloor(llFrand(llGetInventoryNumber(INVENTORY_OBJECT)))), pos, vel, rot, 0);
  40.         llSleep(1);
  41.       }
  42.   }    
  43. }
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