Separate LSL's notion of the default anim from the actually playing anims.

This commit is contained in:
Melanie
2012-10-26 21:23:20 +01:00
parent de6f147d3c
commit 1c5f6e48b8
2 changed files with 7 additions and 5 deletions

View File

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