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Separate LSL's notion of the default anim from the actually playing anims.
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@@ -4388,7 +4388,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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AnimationSet currentAnims = presence.Animator.Animations;
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string currentAnimationState = String.Empty;
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if (animationstateNames.TryGetValue(currentAnims.DefaultAnimation.AnimID, out currentAnimationState))
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if (animationstateNames.TryGetValue(currentAnims.ImplicitDefaultAnimation.AnimID, out currentAnimationState))
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return currentAnimationState;
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}
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}
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@@ -5705,7 +5705,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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flags |= ScriptBaseClass.AGENT_SITTING;
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}
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if (agent.Animator.Animations.DefaultAnimation.AnimID
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if (agent.Animator.Animations.ImplicitDefaultAnimation.AnimID
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== DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
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{
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flags |= ScriptBaseClass.AGENT_SITTING;
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@@ -7892,7 +7892,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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LSL_Vector lower;
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LSL_Vector upper;
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if (presence.Animator.Animations.DefaultAnimation.AnimID
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if (presence.Animator.Animations.ImplicitDefaultAnimation.AnimID
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== DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
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{
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// This is for ground sitting avatars
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