refactor: Rename AvatarAnimations -> DefaultAvatarAnimations for code clarity since non-default animations are handled completely separately from this class

This commit is contained in:
Justin Clark-Casey (justincc)
2012-03-22 00:10:41 +00:00
parent 71ec84d77f
commit 9949ac2f9f
4 changed files with 9 additions and 9 deletions

View File

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