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* Move the 'On Collision Update Movement Animation' routine to above the 'm_invulnerable' test. It doesn't fix anything but it should really be there anyway.
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@@ -3417,7 +3417,13 @@ namespace OpenSim.Region.Framework.Scenes
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// Event called by the physics plugin to tell the avatar about a collision.
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private void PhysicsCollisionUpdate(EventArgs e)
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{
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if ((e == null) || m_invulnerable)
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if (e == null)
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return;
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if (Velocity.X > 0 || Velocity.Y > 0)
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UpdateMovementAnimations();
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if (m_invulnerable)
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return;
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CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
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Dictionary<uint, float> coldata = collisionData.m_objCollisionList;
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@@ -3455,8 +3461,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_scene.EventManager.TriggerAvatarKill(killerObj, this);
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}
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if (Velocity.X > 0 || Velocity.Y > 0)
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UpdateMovementAnimations();
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}
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public void setHealthWithUpdate(float health)
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