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* This is the fabled LibOMV update with all of the libOMV types from JHurliman
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
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@@ -27,7 +27,7 @@
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using System;
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using System.Collections.Generic;
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using libsecondlife;
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using OpenMetaverse;
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namespace OpenSim.Region.Environment.Scenes
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{
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@@ -43,7 +43,7 @@ namespace OpenSim.Region.Environment.Scenes
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ResetDefaultAnimation();
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}
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public bool HasAnimation(LLUUID animID)
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public bool HasAnimation(UUID animID)
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{
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if (m_defaultAnimation.AnimID == animID)
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return true;
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@@ -57,7 +57,7 @@ namespace OpenSim.Region.Environment.Scenes
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return false;
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}
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public bool Add(LLUUID animID, int sequenceNum)
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public bool Add(UUID animID, int sequenceNum)
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{
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lock (m_animations)
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{
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@@ -70,7 +70,7 @@ namespace OpenSim.Region.Environment.Scenes
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return false;
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}
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public bool Remove(LLUUID animID)
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public bool Remove(UUID animID)
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{
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lock (m_animations)
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{
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@@ -103,7 +103,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// The default animation is reserved for "main" animations
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/// that are mutually exclusive, e.g. flying and sitting.
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/// </summary>
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public bool SetDefaultAnimation(LLUUID animID, int sequenceNum)
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public bool SetDefaultAnimation(UUID animID, int sequenceNum)
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{
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if (m_defaultAnimation.AnimID != animID)
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{
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@@ -123,18 +123,18 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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public bool TrySetDefaultAnimation(string anim, int sequenceNum)
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{
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if (Animations.AnimsLLUUID.ContainsKey(anim))
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if (Animations.AnimsUUID.ContainsKey(anim))
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{
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return SetDefaultAnimation(Animations.AnimsLLUUID[anim], sequenceNum);
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return SetDefaultAnimation(Animations.AnimsUUID[anim], sequenceNum);
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}
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return false;
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}
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public void GetArrays(out LLUUID[] animIDs, out int[] sequenceNums)
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public void GetArrays(out UUID[] animIDs, out int[] sequenceNums)
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{
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lock (m_animations)
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{
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animIDs = new LLUUID[m_animations.Count + 1];
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animIDs = new UUID[m_animations.Count + 1];
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sequenceNums = new int[m_animations.Count + 1];
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animIDs[0] = m_defaultAnimation.AnimID;
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