Thank you, Intimidated, for a patch too fix the movement animation handling
Fixes Mantis #34130.6.5-rc1
parent
9e51c2db95
commit
2a5d38a580
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@ -117,6 +117,11 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_setAlwaysRun;
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private bool m_setAlwaysRun;
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private string m_movementAnimation = "DEFAULT";
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private long m_animPersistUntil;
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private bool m_allowFalling = false;
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private Quaternion m_bodyRot= Quaternion.Identity;
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private Quaternion m_bodyRot= Quaternion.Identity;
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public bool IsRestrictedToRegion;
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public bool IsRestrictedToRegion;
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@ -1943,66 +1948,191 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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public string GetMovementAnimation()
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public string GetMovementAnimation()
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{
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{
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if (m_movementflag != 0)
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if ((m_animPersistUntil > 0) && (m_animPersistUntil > DateTime.Now.Ticks))
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{
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{
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// We are moving
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//We don't want our existing state to end yet.
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if (PhysicsActor != null && PhysicsActor.Flying)
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return m_movementAnimation;
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}
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else if (m_movementflag != 0)
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{
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//We're moving
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m_allowFalling = true;
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if (PhysicsActor.IsColliding)
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{
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{
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return "FLY";
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//And colliding. Can you guess what it is yet?
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}
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if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)
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else if (PhysicsActor != null && (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 &&
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PhysicsActor.IsColliding)
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{
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if ((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 ||
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(m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0)
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{
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{
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return "CROUCHWALK";
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//Down key is being pressed.
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if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) + (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
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{
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return "CROUCHWALK";
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}
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else
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{
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return "CROUCH";
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}
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}
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else if (m_setAlwaysRun)
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{
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return "RUN";
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}
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}
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else
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else
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{
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{
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return "CROUCH";
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//If we're prejumping then inhibit this, it's a problem
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//caused by a false positive on IsColliding
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if (m_movementAnimation == "PREJUMP")
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{
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return "PREJUMP";
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}
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else
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{
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return "WALK";
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}
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}
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}
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}
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else if (PhysicsActor != null && !PhysicsActor.IsColliding && PhysicsActor.Velocity.Z < -2)
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{
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return "FALLDOWN";
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}
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else if (PhysicsActor != null && !PhysicsActor.IsColliding && Velocity.Z > 1e-6 &&
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(m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
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{
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return "JUMP";
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}
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else if (m_setAlwaysRun)
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{
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return "RUN";
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}
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}
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else
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else
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{
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{
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return "WALK";
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//We're not colliding. Colliding isn't cool these days.
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if (PhysicsActor.Flying)
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{
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//Are we moving forwards or backwards?
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if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0)
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{
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//Then we really are flying
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if (m_setAlwaysRun)
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{
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return "FLY";
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}
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else
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{
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return "FLYSLOW";
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}
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}
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else
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{
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if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
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{
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return "HOVER_UP";
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}
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else
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{
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return "HOVER_DOWN";
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}
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}
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}
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else if (m_movementAnimation == "JUMP")
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{
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//If we were already jumping, continue to jump until we collide
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return "JUMP";
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}
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else if (m_movementAnimation == "PREJUMP" && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == 0)
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{
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//If we were in a prejump, and the UP key is no longer being held down
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//then we're not going to fly, so we're jumping
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return "JUMP";
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}
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else if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
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{
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//They're pressing up, so we're either going to fly or jump
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return "PREJUMP";
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}
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else
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{
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//If we're moving and not flying and not jumping and not colliding..
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if (m_movementAnimation == "WALK" || m_movementAnimation == "RUN")
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{
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//Let's not enter a FALLDOWN state here, since we're probably
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//not colliding because we're going down hill.
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return m_movementAnimation;
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}
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//Record the time we enter this state so we know whether to "land" or not
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m_animPersistUntil = DateTime.Now.Ticks;
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return "FALLDOWN";
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}
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}
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}
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}
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}
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else
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else
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{
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{
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// We are not moving
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//We're not moving.
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if (PhysicsActor != null && !PhysicsActor.IsColliding && PhysicsActor.Velocity.Z < -2 && !PhysicsActor.Flying)
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if (PhysicsActor.IsColliding)
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{
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{
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return "FALLDOWN";
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//But we are colliding.
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}
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if (m_movementAnimation == "FALLDOWN")
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else if (PhysicsActor != null && !PhysicsActor.IsColliding && Velocity.Z > 6 && !PhysicsActor.Flying)
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{
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{
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//We're re-using the m_animPersistUntil value here to see how long we've been falling
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// HACK: We check if Velocity.Z > 6 for this animation in order to avoid false positives during normal movement.
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if ((DateTime.Now.Ticks - m_animPersistUntil) > TimeSpan.TicksPerSecond)
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// TODO: set this animation only when on the ground and UP_POS is received?
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{
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//Make sure we don't change state for a bit
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m_animPersistUntil = DateTime.Now.Ticks + TimeSpan.TicksPerSecond;
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return "LAND";
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}
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else
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{
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//We haven't been falling very long, we were probably just walking down hill
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return "STAND";
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}
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}
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else if (m_movementAnimation == "JUMP" || m_movementAnimation == "HOVER_DOWN")
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{
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//Make sure we don't change state for a bit
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m_animPersistUntil = DateTime.Now.Ticks + (1 * TimeSpan.TicksPerSecond);
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return "SOFT_LAND";
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}
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else if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
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{
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return "PREJUMP";
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}
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else if (PhysicsActor.Flying)
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{
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m_allowFalling = true;
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if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
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{
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return "HOVER_UP";
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}
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else if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)
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{
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return "HOVER_DOWN";
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}
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else
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{
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return "HOVER";
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}
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}
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else
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{
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return "STAND";
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}
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// This is the standing jump
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return "JUMP";
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}
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else if (PhysicsActor != null && PhysicsActor.Flying)
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{
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return "HOVER";
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}
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}
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else
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else
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{
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{
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return "STAND";
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//We're not colliding.
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if (PhysicsActor.Flying)
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{
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return "HOVER";
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}
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else if ((m_movementAnimation == "JUMP" || m_movementAnimation == "PREJUMP") && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == 0)
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{
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return "JUMP";
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}
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else
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{
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//Record the time we enter this state so we know whether to "land" or not
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m_animPersistUntil = DateTime.Now.Ticks;
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return "FALLDOWN";
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}
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}
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}
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}
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}
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}
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}
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@ -2012,8 +2142,18 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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protected void UpdateMovementAnimations()
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protected void UpdateMovementAnimations()
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{
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{
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string animation = GetMovementAnimation();
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string movementAnimation = GetMovementAnimation();
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TrySetMovementAnimation(animation);
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if (movementAnimation == "FALLDOWN" && m_allowFalling == false)
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{
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movementAnimation = m_movementAnimation;
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}
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else
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{
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m_movementAnimation = movementAnimation;
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}
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TrySetMovementAnimation(movementAnimation);
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}
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}
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/// <summary>
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/// <summary>
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@ -61,7 +61,7 @@
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<animation name="EXPRESS_WINK_EMOTE" state="">da020525-4d94-59d6-23d7-81fdebf33148</animation>
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<animation name="EXPRESS_WINK_EMOTE" state="">da020525-4d94-59d6-23d7-81fdebf33148</animation>
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<animation name="EXPRESS_WORRY" state="">9f496bd2-589a-709f-16cc-69bf7df1d36c</animation>
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<animation name="EXPRESS_WORRY" state="">9f496bd2-589a-709f-16cc-69bf7df1d36c</animation>
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<animation name="EXPRESS_WORRY_EMOTE" state="">9c05e5c7-6f07-6ca4-ed5a-b230390c3950</animation>
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<animation name="EXPRESS_WORRY_EMOTE" state="">9c05e5c7-6f07-6ca4-ed5a-b230390c3950</animation>
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<animation name="FALLDOWN" state="">666307d9-a860-572d-6fd4-c3ab8865c094</animation>
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<animation name="FALLDOWN" state="Falling">666307d9-a860-572d-6fd4-c3ab8865c094</animation>
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<animation name="FEMALE_WALK" state="Walking">f5fc7433-043d-e819-8298-f519a119b688</animation>
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<animation name="FEMALE_WALK" state="Walking">f5fc7433-043d-e819-8298-f519a119b688</animation>
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<animation name="FIST_PUMP" state="">7db00ccd-f380-f3ee-439d-61968ec69c8a</animation>
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<animation name="FIST_PUMP" state="">7db00ccd-f380-f3ee-439d-61968ec69c8a</animation>
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<animation name="FLY" state="Flying">aec4610c-757f-bc4e-c092-c6e9caf18daf</animation>
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<animation name="FLY" state="Flying">aec4610c-757f-bc4e-c092-c6e9caf18daf</animation>
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