refactor: Use just ScenePresenceAnimator.CurrentMovementAnimation rather than duplicating it with m_movementAnimation
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			@ -54,11 +54,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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        /// <value>
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        /// The current movement animation
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        /// </value>
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        public string CurrentMovementAnimation
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        {
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            get { return m_movementAnimation; }
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        }
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        protected string m_movementAnimation = "CROUCH";
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        public string CurrentMovementAnimation { get; private set; }
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        private int m_animTickFall;
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        public int m_animTickJump;		// ScenePresence has to see this to control +Z force
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			@ -80,6 +76,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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        public ScenePresenceAnimator(ScenePresence sp)
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        {
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            m_scenePresence = sp;
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            CurrentMovementAnimation = "CROUCH";
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        }
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        public void AddAnimation(UUID animID, UUID objectID)
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			@ -174,7 +171,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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        /// <summary>
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        /// This method determines the proper movement related animation
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        /// </summary>
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        public string DetermineMovementAnimation()
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        private string DetermineMovementAnimation()
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        {
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            const float FALL_DELAY = 800f;
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            const float PREJUMP_DELAY = 200f;
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			@ -277,7 +274,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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                    return "FALLDOWN";
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                }
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                return m_movementAnimation;
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                return CurrentMovementAnimation;
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            }
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            #endregion Falling/Floating/Landing
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			@ -331,7 +328,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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            #region Ground Movement
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            if (m_movementAnimation == "FALLDOWN")
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            if (CurrentMovementAnimation == "FALLDOWN")
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            {
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                m_falling = false;
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                m_animTickFall = Environment.TickCount;
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			@ -344,16 +341,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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                else
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                    return "LAND";
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            }
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            else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
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            else if ((CurrentMovementAnimation == "LAND") || (CurrentMovementAnimation == "SOFT_LAND") || (CurrentMovementAnimation == "STANDUP"))
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            {
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                int landElapsed = Environment.TickCount - m_animTickFall;
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                int limit = 1000;
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                if(m_movementAnimation == "LAND") limit = 350;
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                if (CurrentMovementAnimation == "LAND")
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                    limit = 350;
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                // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
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                if ((m_animTickFall != 0) && (landElapsed <= limit))
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                {
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                    return m_movementAnimation;
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                    return CurrentMovementAnimation;
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                }
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                else
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                {
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			@ -392,7 +390,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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            m_falling = false;
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            return m_movementAnimation;
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            return CurrentMovementAnimation;
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        }
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        /// <summary>
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			@ -400,8 +398,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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        /// </summary>
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        public void UpdateMovementAnimations()
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        {
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            m_movementAnimation = DetermineMovementAnimation();
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            TrySetMovementAnimation(m_movementAnimation);
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            CurrentMovementAnimation = DetermineMovementAnimation();
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            TrySetMovementAnimation(CurrentMovementAnimation);
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        }
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        public UUID[] GetAnimationArray()
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