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Consolidated LoadAnims and AvatarAnimations constructor.
Fixes locking issues with Animations in ScenePresence (bug #324)
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@@ -41,8 +41,9 @@ namespace OpenSim.Region.Environment.Scenes
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{
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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public static AvatarAnimations Animations;
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public static AvatarAnimations Animations = new AvatarAnimations();
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public static byte[] DefaultTexture;
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public LLUUID currentParcelUUID = LLUUID.Zero;
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private List<LLUUID> m_animations = new List<LLUUID>();
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private List<int> m_animationSeqs = new List<int>();
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@@ -333,12 +334,6 @@ namespace OpenSim.Region.Environment.Scenes
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AbsolutePosition = m_controllingClient.StartPos;
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Animations = new AvatarAnimations();
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lock (Animations)
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{
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Animations.LoadAnims();
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}
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// TODO: m_animations and m_animationSeqs should always be of the same length.
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// Move them into an object to (hopefully) avoid threading issues.
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try
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@@ -1642,13 +1637,6 @@ namespace OpenSim.Region.Environment.Scenes
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//m_velocity = cAgentData.Velocity;
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}
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/// <summary>
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///
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/// </summary>
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public static void LoadAnims()
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{
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}
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/// <summary>
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/// Handles part of the PID controller function for moving an avatar.
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/// </summary>
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