5 integer position; // which texture are we on?
9 integer textures_available = llGetInventoryNumber(INVENTORY_TEXTURE);
10 if (textures_available == 0) {
11 // nothing to morph into.
15 if (position >= textures_available) {
16 // we rolled over, so go back.
19 string texture_name = llGetInventoryName(INVENTORY_TEXTURE, position);
20 llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, texture_name, PRIM_SCULPT_TYPE_SPHERE]);
24 state_entry() { if (llSubStringIndex(llGetObjectName(), "huffotronic") < 0) state real_default; }
25 on_rez(integer parm) { state rerun; }
27 state rerun { state_entry() { state default; } }
41 changed(integer type) {
42 if (type & CHANGED_INVENTORY) {