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refactor: Rename AvatarAnimations -> DefaultAvatarAnimations for code clarity since non-default animations are handled completely separately from this class
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@@ -4314,7 +4314,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (m_host.RegionHandle == presence.RegionHandle)
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{
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Dictionary<UUID, string> animationstateNames = AvatarAnimations.AnimStateNames;
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Dictionary<UUID, string> animationstateNames = DefaultAvatarAnimations.AnimStateNames;
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if (presence != null)
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{
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@@ -5600,7 +5600,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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if (agent.Animator.Animations.DefaultAnimation.AnimID
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== AvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
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== DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
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{
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flags |= ScriptBaseClass.AGENT_SITTING;
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}
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@@ -7714,7 +7714,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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LSL_Vector lower;
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LSL_Vector upper;
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if (presence.Animator.Animations.DefaultAnimation.AnimID
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== AvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
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== DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
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{
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// This is for ground sitting avatars
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float height = presence.Appearance.AvatarHeight / 2.66666667f;
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