Rename ScenePresenceAnimator.GetMovementAnimation() -> DetermineMovementAnimation() for better code readability
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			@ -59,6 +59,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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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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        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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        public bool m_jumping = false; 
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			@ -146,6 +147,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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        {
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            if (!m_scenePresence.IsChildAgent)
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            {
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//                m_log.DebugFormat(
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//                    "[SCENE PRESENCE ANIMATOR]: Setting movement animation {0} for {1}",
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//                    anim, m_scenePresence.Name);
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                if (m_animations.TrySetDefaultAnimation(
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                    anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
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                {
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			@ -169,7 +174,7 @@ 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 GetMovementAnimation()
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        public 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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			@ -283,7 +288,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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            int jumptime;
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            jumptime = Environment.TickCount - m_animTickJump;
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            if ((move.Z > 0f) && (!m_jumping))
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            {
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                // Start jumping, prejump
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			@ -387,6 +391,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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            #endregion Ground Movement
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            m_falling = false;
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            return m_movementAnimation;
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        }
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			@ -395,7 +400,7 @@ 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 = GetMovementAnimation();
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            m_movementAnimation = DetermineMovementAnimation();
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            TrySetMovementAnimation(m_movementAnimation);
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        }
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			@ -5554,7 +5554,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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                flags |= ScriptBaseClass.AGENT_TYPING;
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            }
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            string agentMovementAnimation = agent.Animator.GetMovementAnimation();
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            string agentMovementAnimation = agent.Animator.DetermineMovementAnimation();
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            if (agentMovementAnimation == "CROUCH")
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            {
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