Add the default animation to the child agent data update
parent
b5b21013da
commit
333d013b5c
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@ -311,6 +311,7 @@ namespace OpenSim.Framework
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public AgentGroupData[] Groups;
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public AgentGroupData[] Groups;
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public Animation[] Anims;
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public Animation[] Anims;
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public Animation DefaultAnim = null;
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public UUID GranterID;
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public UUID GranterID;
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public UUID ParentPart;
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public UUID ParentPart;
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@ -397,6 +398,11 @@ namespace OpenSim.Framework
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args["animations"] = anims;
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args["animations"] = anims;
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}
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}
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if (DefaultAnim != null)
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{
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args["default_animation"] = DefaultAnim.PackUpdateMessage();
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}
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if (Appearance != null)
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if (Appearance != null)
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args["packed_appearance"] = Appearance.Pack();
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args["packed_appearance"] = Appearance.Pack();
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@ -594,6 +600,11 @@ namespace OpenSim.Framework
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}
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}
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}
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}
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if (args["default_animation"] != null)
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{
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DefaultAnim = new Animation((OSDMap)args["default_animation"]);
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}
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//if ((args["agent_textures"] != null) && (args["agent_textures"]).Type == OSDType.Array)
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//if ((args["agent_textures"] != null) && (args["agent_textures"]).Type == OSDType.Array)
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//{
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//{
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// OSDArray textures = (OSDArray)(args["agent_textures"]);
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// OSDArray textures = (OSDArray)(args["agent_textures"]);
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@ -3249,6 +3249,7 @@ namespace OpenSim.Region.Framework.Scenes
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cAgent.Anims = Animator.Animations.ToArray();
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cAgent.Anims = Animator.Animations.ToArray();
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}
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}
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catch { }
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catch { }
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cAgent.DefaultAnim = Animator.Animations.DefaultAnimation;
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// Attachment objects
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// Attachment objects
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List<SceneObjectGroup> attachments = GetAttachments();
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List<SceneObjectGroup> attachments = GetAttachments();
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@ -3343,6 +3344,8 @@ namespace OpenSim.Region.Framework.Scenes
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// FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
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// FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
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if (cAgent.Anims != null)
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if (cAgent.Anims != null)
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Animator.Animations.FromArray(cAgent.Anims);
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Animator.Animations.FromArray(cAgent.Anims);
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if (cAgent.DefaultAnim != null)
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Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
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if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0)
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if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0)
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{
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{
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