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https://github.com/opensim/opensim.git
synced 2026-08-05 08:55:56 +08:00
cosmetics ( i hope)
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@@ -315,7 +315,7 @@ namespace OpenSim.Region.Framework.Scenes
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private string m_text = String.Empty;
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private string m_touchName = String.Empty;
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private UndoRedoState m_UndoRedo = null;
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private object m_UndoLock = new object();
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private readonly object m_UndoLock = new object();
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private bool m_passTouches = false;
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private bool m_passCollisions = false;
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@@ -1178,7 +1178,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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private object UpdateFlagLock = new object();
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private readonly object UpdateFlagLock = new object();
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/// <summary>
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/// Used for media on a prim.
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@@ -2494,7 +2494,7 @@ namespace OpenSim.Region.Framework.Scenes
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public uint AggregatedInnerOwnerPerms {get; private set; }
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public uint AggregatedInnerGroupPerms {get; private set; }
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public uint AggregatedInnerEveryonePerms {get; private set; }
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private object InnerPermsLock = new object();
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private readonly object InnerPermsLock = new object();
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public void AggregateInnerPerms()
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{
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@@ -2676,59 +2676,55 @@ namespace OpenSim.Region.Framework.Scenes
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private DetectedObject CreateDetObject(SceneObjectPart obj)
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{
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DetectedObject detobj = new DetectedObject();
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detobj.keyUUID = obj.UUID;
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detobj.nameStr = obj.Name;
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detobj.ownerUUID = obj.OwnerID;
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detobj.posVector = obj.AbsolutePosition;
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detobj.rotQuat = obj.GetWorldRotation();
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detobj.velVector = obj.Velocity;
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detobj.colliderType = 0;
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detobj.groupUUID = obj.GroupID;
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// allow detector link number to be seen, unlike spec
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//if (VolumeDetectActive)
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// detobj.linkNumber = 0;
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//else
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detobj.linkNumber = LinkNum;
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return detobj;
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return new DetectedObject()
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{
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keyUUID = obj.UUID,
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nameStr = obj.Name,
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ownerUUID = obj.OwnerID,
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posVector = obj.AbsolutePosition,
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rotQuat = obj.GetWorldRotation(),
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velVector = obj.Velocity,
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colliderType = 0,
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groupUUID = obj.GroupID,
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linkNumber = LinkNum
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};
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}
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private DetectedObject CreateDetObject(ScenePresence av)
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{
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DetectedObject detobj = new DetectedObject();
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detobj.keyUUID = av.UUID;
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detobj.nameStr = av.ControllingClient.Name;
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detobj.ownerUUID = av.UUID;
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detobj.posVector = av.AbsolutePosition;
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detobj.rotQuat = av.Rotation;
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detobj.velVector = av.Velocity;
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detobj.colliderType = av.IsNPC ? 0x20 : 0x1; // OpenSim\Region\ScriptEngine\Shared\Helpers.cs
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DetectedObject detobj = new DetectedObject()
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{
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keyUUID = av.UUID,
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nameStr = av.ControllingClient.Name,
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ownerUUID = av.UUID,
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posVector = av.AbsolutePosition,
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rotQuat = av.Rotation,
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velVector = av.Velocity,
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colliderType = av.IsNPC ? 0x20 : 0x1, // OpenSim\Region\ScriptEngine\Shared\Helpers.cs
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groupUUID = av.ControllingClient.ActiveGroupId,
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linkNumber = LinkNum
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};
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if(av.IsSatOnObject)
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detobj.colliderType |= 0x4; //passive
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else if(detobj.velVector != Vector3.Zero)
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detobj.colliderType |= 0x2; //active
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detobj.groupUUID = av.ControllingClient.ActiveGroupId;
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//if (VolumeDetectActive)
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// detobj.linkNumber = 0;
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//else
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detobj.linkNumber = LinkNum;
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return detobj;
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}
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private DetectedObject CreateDetObjectForGround()
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{
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DetectedObject detobj = new DetectedObject();
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detobj.keyUUID = UUID.Zero;
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detobj.nameStr = "";
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detobj.ownerUUID = UUID.Zero;
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detobj.posVector = ParentGroup.RootPart.AbsolutePosition;
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detobj.rotQuat = Quaternion.Identity;
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detobj.velVector = Vector3.Zero;
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detobj.colliderType = 0;
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detobj.groupUUID = UUID.Zero;
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detobj.linkNumber = LinkNum;
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return detobj;
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return new DetectedObject()
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{
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keyUUID = UUID.Zero,
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nameStr = "",
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ownerUUID = UUID.Zero,
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posVector = ParentGroup.RootPart.AbsolutePosition,
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rotQuat = Quaternion.Identity,
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velVector = Vector3.Zero,
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colliderType = 0,
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groupUUID = UUID.Zero,
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linkNumber = LinkNum
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};
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}
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private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
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@@ -2801,9 +2797,8 @@ namespace OpenSim.Region.Framework.Scenes
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bool sendToRoot = true;
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ColliderArgs LandCollidingMessage = new ColliderArgs();
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List<DetectedObject> colliding = new List<DetectedObject>();
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List<DetectedObject> colliding = new List<DetectedObject>(){CreateDetObjectForGround()};
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colliding.Add(CreateDetObjectForGround());
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LandCollidingMessage.Colliders = colliding;
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if (Inventory.ContainsScripts())
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@@ -2873,10 +2868,12 @@ namespace OpenSim.Region.Framework.Scenes
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curcontact = collissionswith[id];
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if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
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{
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soundinfo = new CollisionForSoundInfo();
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soundinfo.colliderID = id;
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soundinfo.position = curcontact.Position;
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soundinfo.relativeVel = curcontact.RelativeSpeed;
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soundinfo = new CollisionForSoundInfo()
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{
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colliderID = id,
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position = curcontact.Position,
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relativeVel = curcontact.RelativeSpeed
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};
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soundinfolist.Add(soundinfo);
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}
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}
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@@ -2891,10 +2888,12 @@ namespace OpenSim.Region.Framework.Scenes
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curcontact = collissionswith[id];
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if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
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{
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soundinfo = new CollisionForSoundInfo();
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soundinfo.colliderID = id;
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soundinfo.position = curcontact.Position;
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soundinfo.relativeVel = curcontact.RelativeSpeed;
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soundinfo = new CollisionForSoundInfo()
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{
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colliderID = id,
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position = curcontact.Position,
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relativeVel = curcontact.RelativeSpeed
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};
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soundinfolist.Add(soundinfo);
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}
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}
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@@ -4353,9 +4352,11 @@ namespace OpenSim.Region.Framework.Scenes
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//distance[i] = (normals[i].X * AmBa.X + normals[i].Y * AmBa.Y + normals[i].Z * AmBa.Z) * -1;
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}
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EntityIntersection result = new EntityIntersection();
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EntityIntersection result = new EntityIntersection()
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{
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distance = 1024
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};
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result.distance = 1024;
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float c = 0;
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float a = 0;
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float d = 0;
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@@ -5485,9 +5486,7 @@ namespace OpenSim.Region.Framework.Scenes
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Quaternion dR = currRot / APIDTarget;
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// find axis and angle of rotation to rotate to desired orientation
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Vector3 axis = Vector3.UnitX;
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float angle;
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dR.GetAxisAngle(out axis, out angle);
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dR.GetAxisAngle(out Vector3 axis, out float angle);
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axis = axis * currRot;
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// clamp strength to avoid overshoot
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@@ -5669,7 +5668,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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private object animsLock = new object();
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private readonly object animsLock = new object();
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public Dictionary<UUID, int> Animations = null;
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public Dictionary<UUID, string> AnimationsNames = null;
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