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Fixed animation sequencing: SitHere, Falling, Stand/Walk etc. Login Init
Av Animation at Stand.
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@@ -53,8 +53,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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{
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get { return m_movementAnimation; }
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}
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protected string m_movementAnimation = "DEFAULT";
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// protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
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protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
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private int m_animTickFall;
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private int m_animTickJump;
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@@ -123,17 +123,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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/// </summary>
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public void TrySetMovementAnimation(string anim)
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{
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//m_log.DebugFormat("Updating movement animation to {0}", anim);
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//Console.WriteLine("Updating movement animation to {0}", anim);
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if (!m_scenePresence.IsChildAgent)
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{
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if (m_animations.TrySetDefaultAnimation(
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anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero))
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{
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//Console.WriteLine("TSMA {0} success.", anim);
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// 16384 is CHANGED_ANIMATION
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m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 });
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SendAnimPack();
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}
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else
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{
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//Console.WriteLine("TSMA {0} fail.", anim);
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}
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}
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}
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@@ -313,7 +318,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public void UpdateMovementAnimations()
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{
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m_movementAnimation = GetMovementAnimation();
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//Console.WriteLine("UMA got {0}", m_movementAnimation);
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if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
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{
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// This was the previous behavior before PREJUMP
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@@ -445,4 +450,4 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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SendAnimPack(animIDs, sequenceNums, objectIDs);
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}
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}
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}
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}
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