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Adapt to the core SP rework
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@@ -262,7 +262,7 @@ TrySetMovementAnimation("STAND");
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m_animTickFall = Environment.TickCount;
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}
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// else if (!jumping && fallElapsed > FALL_DELAY)
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else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.m_wasFlying)) // add for falling and jumping
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else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.WasFlying)) // add for falling and jumping
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{
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// Falling long enough to trigger the animation
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//Console.WriteLine("FALLDOWN"); //##
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@@ -144,7 +144,11 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_userFlags; }
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}
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private bool m_flyingOld; // add for fly velocity control
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public bool m_wasFlying; // add for fly velocity control
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public bool WasFlying
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{
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get { return m_wasFlying; }
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}
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private bool m_wasFlying; // add for fly velocity control
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private int m_lastColCount = -1; //KF: Look for Collision chnages
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private int m_updateCount = 0; //KF: Update Anims for a while
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