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			@ -1178,13 +1178,21 @@ namespace OpenSim.Region.Environment.Scenes
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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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                    return "CROUCHWALK";
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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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                        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 (PhysicsActor != null && !PhysicsActor.IsColliding && PhysicsActor.Velocity.Z < -6)
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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 > 0 &&
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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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			@ -1200,17 +1208,16 @@ namespace OpenSim.Region.Environment.Scenes
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            }
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            else
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            {
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                // Not moving
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                if (PhysicsActor != null && PhysicsActor.IsColliding)
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                {
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                    return "CROUCH";
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                }
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                else if (PhysicsActor != null && !PhysicsActor.IsColliding && PhysicsActor.Velocity.Z < -6 && !PhysicsActor.Flying)
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                // We are not moving
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                if (PhysicsActor != null && !PhysicsActor.IsColliding && PhysicsActor.Velocity.Z < -6 && !PhysicsActor.Flying)
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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 > 0 && !PhysicsActor.Flying)
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                else if (PhysicsActor != null && !PhysicsActor.IsColliding && Velocity.Z > 6 && !PhysicsActor.Flying)
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                {
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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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                    // TODO: set this animation only when on the ground and UP_POS is received?
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                    // This is the standing jump
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                    return "JUMP";
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                }
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