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add LSL_Integer osClearObjectAnimations() to remove all animations on a prim, returning the number it had; some clean on sending
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@@ -5170,16 +5170,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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SceneObjectPart part = (SceneObjectPart)eu.Entity;
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shouldCreateSelected = part.CreateSelected;
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if (eu.Flags.HasFlag(PrimUpdateFlags.Animations))
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{
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if (m_SupportObjectAnimations && part.Animations != null)
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{
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if (ObjectAnimationUpdates == null)
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ObjectAnimationUpdates = new List<SceneObjectPart>();
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ObjectAnimationUpdates.Add(part);
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}
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eu.Flags &= ~PrimUpdateFlags.Animations;
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}
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CreatePrimUpdateBlock(part, mysp, zc);
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}
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if (zc.Position < LLUDPServer.MAXPAYLOAD - 300)
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@@ -5336,17 +5326,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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shouldCreateSelected = sop.CreateSelected;
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if (eu.Flags.HasFlag(PrimUpdateFlags.Animations))
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{
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if (m_SupportObjectAnimations && sop.Animations != null)
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{
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if (ObjectAnimationUpdates == null)
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ObjectAnimationUpdates = new List<SceneObjectPart>();
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ObjectAnimationUpdates.Add(sop);
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}
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eu.Flags &= ~PrimUpdateFlags.Animations;
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}
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lastpos = zc.Position;
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lastzc = zc.ZeroCount;
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