Refactoring animation handling in ScenePresence.
parent
2382342c65
commit
dc67264f6d
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@ -397,15 +397,7 @@ namespace OpenSim.Region.Environment.Scenes
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AbsolutePosition = m_controllingClient.StartPos;
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AbsolutePosition = m_controllingClient.StartPos;
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// Move them into an object to (hopefully) avoid threading issues.
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TrySetMovementAnimation("STAND");
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try
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{
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SetMovementAnimation(Animations.AnimsLLUUID["STAND"]);
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}
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catch (KeyNotFoundException)
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{
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m_log.Warn("[AVATAR]: KeyNotFound Exception playing avatar stand animation");
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}
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RegisterToEvents();
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RegisterToEvents();
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SetDirectionVectors();
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SetDirectionVectors();
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@ -618,12 +610,12 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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if (m_animations.Count > 0)
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if (m_animations.Count > 0)
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{
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{
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LLUUID movement=m_animations[0];
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LLUUID movementAnim = m_animations[0];
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m_animations.Clear();
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m_animations.Clear();
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m_animationSeqs.Clear();
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m_animationSeqs.Clear();
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SetMovementAnimation(movement);
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SetMovementAnimation(movementAnim);
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}
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}
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[SCENEPRESENCE]: Downgrading child agent {0}, {1} to a root agent in {2}",
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// "[SCENEPRESENCE]: Downgrading child agent {0}, {1} to a root agent in {2}",
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@ -689,7 +681,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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AbsolutePosition = AbsolutePosition + new LLVector3(0, 0, (1.56f / 6));
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AbsolutePosition = AbsolutePosition + new LLVector3(0, 0, (1.56f / 6));
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}
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}
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SetMovementAnimation(Animations.AnimsLLUUID["LAND"]);
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TrySetMovementAnimation("LAND");
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SendFullUpdateToAllClients();
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SendFullUpdateToAllClients();
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}
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}
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@ -815,9 +807,9 @@ namespace OpenSim.Region.Environment.Scenes
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if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
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if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
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{
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{
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// TODO: This doesn't quite work yet -- probably a parent ID problem
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// TODO: This doesn't enable the "stand up" button on the viewer yet (probably a parent ID problem)
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// m_parentID = (what should this be?)
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// m_parentID = ???
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SetMovementAnimation(Animations.AnimsLLUUID["SIT_GROUND"]);
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TrySetMovementAnimation("SIT_GROUND");
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}
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}
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// In the future, these values might need to go global.
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// In the future, these values might need to go global.
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// Here's where you get them.
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// Here's where you get them.
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@ -826,10 +818,6 @@ namespace OpenSim.Region.Environment.Scenes
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// m_headrotation = agentData.AgentData.HeadRotation;
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// m_headrotation = agentData.AgentData.HeadRotation;
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// m_state = agentData.AgentData.State;
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// m_state = agentData.AgentData.State;
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if (m_allowMovement)
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if (m_allowMovement)
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{
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{
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int i = 0;
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int i = 0;
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@ -908,10 +896,13 @@ namespace OpenSim.Region.Environment.Scenes
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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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if ((update_movementflag) || (update_rotation && DCFlagKeyPressed))
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if (update_movementflag || (update_rotation && DCFlagKeyPressed))
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{
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{
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AddNewMovement(agent_control_v3, q);
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AddNewMovement(agent_control_v3, q);
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UpdateMovementAnimations(update_movementflag);
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if (update_movementflag)
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UpdateMovementAnimations();
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}
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}
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}
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}
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@ -955,7 +946,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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}
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}
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SetMovementAnimation(Animations.AnimsLLUUID["STAND"]);
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TrySetMovementAnimation("STAND");
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}
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}
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private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset)
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private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset)
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@ -1088,7 +1079,7 @@ namespace OpenSim.Region.Environment.Scenes
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Velocity = new LLVector3(0, 0, 0);
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Velocity = new LLVector3(0, 0, 0);
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RemoveFromPhysicalScene();
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RemoveFromPhysicalScene();
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SetMovementAnimation(Animations.AnimsLLUUID["SIT"]);
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TrySetMovementAnimation("SIT");
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SendFullUpdateToAllClients();
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SendFullUpdateToAllClients();
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// This may seem stupid, but Our Full updates don't send avatar rotation :P
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// This may seem stupid, but Our Full updates don't send avatar rotation :P
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// So we're also sending a terse update (which has avatar rotation)
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// So we're also sending a terse update (which has avatar rotation)
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@ -1115,7 +1106,7 @@ namespace OpenSim.Region.Environment.Scenes
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// Don't let this animation become the movement animation
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// Don't let this animation become the movement animation
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if (m_animations.Count < 1)
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if (m_animations.Count < 1)
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SetMovementAnimation(Animations.AnimsLLUUID["STAND"]);
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TrySetMovementAnimation("STAND");
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if (!m_animations.Contains(animID))
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if (!m_animations.Contains(animID))
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{
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{
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@ -1134,7 +1125,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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if (m_animations[0] == animID)
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if (m_animations[0] == animID)
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{
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{
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SetMovementAnimation(Animations.AnimsLLUUID["STAND"]);
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TrySetMovementAnimation("STAND");
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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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@ -1163,7 +1154,7 @@ namespace OpenSim.Region.Environment.Scenes
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// Don't let this animation become the movement animation
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// Don't let this animation become the movement animation
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if (m_animations.Count < 1)
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if (m_animations.Count < 1)
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SetMovementAnimation(Animations.AnimsLLUUID["STAND"]);
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TrySetMovementAnimation("STAND");
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LLUUID animID = m_controllingClient.GetDefaultAnimation(name);
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LLUUID animID = m_controllingClient.GetDefaultAnimation(name);
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if (animID == LLUUID.Zero)
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if (animID == LLUUID.Zero)
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@ -1190,7 +1181,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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if (m_animations[0] == animID)
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if (m_animations[0] == animID)
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{
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{
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SetMovementAnimation(Animations.AnimsLLUUID["STAND"]);
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TrySetMovementAnimation("STAND");
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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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@ -1229,97 +1220,82 @@ namespace OpenSim.Region.Environment.Scenes
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/// reserved for "main" animations that are mutually exclusive,
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/// reserved for "main" animations that are mutually exclusive,
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/// like flying and sitting, for example.
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/// like flying and sitting, for example.
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/// </summary>
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/// </summary>
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protected void SetMovementAnimation(LLUUID anim)
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protected void SetMovementAnimation(LLUUID animID)
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{
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{
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if (m_animations.Count < 1)
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if (m_animations.Count < 1)
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{
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{
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m_animations.Add(Animations.AnimsLLUUID["STAND"]);
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m_animations.Add(Animations.AnimsLLUUID["STAND"]);
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m_animationSeqs.Add(1);
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m_animationSeqs.Add(1);
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SendAnimPack();
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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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try
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try
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{
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{
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if (m_animations[0] != anim)
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if (m_animations[0] != animID)
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{
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{
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m_animations[0] = anim;
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m_animations[0] = animID;
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m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber;
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m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber;
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}
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}
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SendAnimPack();
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}
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}
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catch
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catch
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{
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{
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m_log.Warn("[AVATAR]: SetMovementAnimation for avatar failed. Attempting recovery...");
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m_log.Warn("[AVATAR]: SetMovementAnimation for avatar failed. Attempting recovery...");
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m_animations[0] = anim;
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m_animations[0] = animID;
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m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber;
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m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber;
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}
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}
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SendAnimPack();
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SendAnimPack();
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}
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}
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/// <summary>
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/// Set the first known animation in the given list as the movement animation
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/// </summary>
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protected void TrySetMovementAnimation(params string[] anims)
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{
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foreach (string anim in anims)
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{
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if (Animations.AnimsLLUUID.ContainsKey(anim))
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{
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SetMovementAnimation(Animations.AnimsLLUUID[anim]);
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break;
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}
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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/// This method handles agent movement related animations
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/// This method handles agent movement related animations
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/// </summary>
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/// </summary>
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protected void UpdateMovementAnimations(bool update_movementflag)
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protected void UpdateMovementAnimations()
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{
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{
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if (update_movementflag)
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{
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// Are we moving?
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if (m_movementflag != 0)
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if (m_movementflag != 0)
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{
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{
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// We are moving
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// We are moving
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if (m_physicsActor.Flying)
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if (m_physicsActor.Flying)
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{
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{
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// We are flying
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TrySetMovementAnimation("FLY");
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SetMovementAnimation(Animations.AnimsLLUUID["FLY"]);
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}
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}
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else if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
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else if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
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PhysicsActor.IsColliding)
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PhysicsActor.IsColliding)
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{
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{
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// Client is pressing the page down button and moving and is colliding with something
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TrySetMovementAnimation("CROUCHWALK");
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SetMovementAnimation(Animations.AnimsLLUUID["CROUCHWALK"]);
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}
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}
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else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6)
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else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6)
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{
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{
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// Client is moving and falling at a velocity greater then 6 meters per unit
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// Client is moving and falling at a velocity greater then 6 meters per unit
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SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"]);
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TrySetMovementAnimation("FALLDOWN");
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}
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}
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else if (!PhysicsActor.IsColliding && Velocity.Z > 0 &&
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else if (!PhysicsActor.IsColliding && Velocity.Z > 0 &&
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(m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
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(m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
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{
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{
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// Client is moving, and colliding and pressing the page up button but isn't flying
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TrySetMovementAnimation("JUMP");
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try
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{
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SetMovementAnimation(Animations.AnimsLLUUID["JUMP"]);
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}
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catch (KeyNotFoundException)
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{ }
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}
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}
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else if (m_setAlwaysRun)
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else if (m_setAlwaysRun)
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{
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{
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// We are running
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TrySetMovementAnimation("RUN");
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try
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{
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SetMovementAnimation(Animations.AnimsLLUUID["RUN"]);
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}
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catch (KeyNotFoundException)
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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're moving, but we're not doing anything else.. so play the stand animation
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TrySetMovementAnimation("WALK");
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try
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{
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SetMovementAnimation(Animations.AnimsLLUUID["WALK"]);
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}
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catch (KeyNotFoundException)
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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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@ -1329,41 +1305,29 @@ namespace OpenSim.Region.Environment.Scenes
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if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
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if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
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PhysicsActor.IsColliding)
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PhysicsActor.IsColliding)
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{
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{
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// Client pressing the page down button
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TrySetMovementAnimation("CROUCH");
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SetMovementAnimation(Animations.AnimsLLUUID["CROUCH"]);
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}
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}
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else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying)
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else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying)
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{
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{
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// Not colliding and not flying, and we're falling at high speed
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TrySetMovementAnimation("FALLDOWN");
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SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"]);
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}
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}
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else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying &&
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else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying &&
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(m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
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(m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
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{
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{
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// This is the standing jump
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// This is the standing jump
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SetMovementAnimation(Animations.AnimsLLUUID["JUMP"]);
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TrySetMovementAnimation("JUMP");
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}
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}
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else if (m_physicsActor.Flying)
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else if (m_physicsActor.Flying)
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{
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{
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// We're flying but not moving
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TrySetMovementAnimation("HOVER");
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SetMovementAnimation(Animations.AnimsLLUUID["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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// We're not moving.. and we're not doing anything.. so play the stand animation
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TrySetMovementAnimation("STAND");
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try
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{
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SetMovementAnimation(Animations.AnimsLLUUID["STAND"]);
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}
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catch (KeyNotFoundException)
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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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}
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/// <summary>
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/// <summary>
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/// Adds a new movement
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/// Adds a new movement
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/// </summary>
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/// </summary>
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@ -1402,19 +1366,13 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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if (!m_physicsActor.Flying && m_physicsActor.IsColliding)
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if (!m_physicsActor.Flying && m_physicsActor.IsColliding)
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{
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{
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//direc.z *= 40;
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if (direc.z > 2.0f)
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if (direc.z > 2.0f)
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{
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{
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direc.z *= 3;
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direc.z *= 3;
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//System.Console.WriteLine("Jump");
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// PreJump and jump happen too quickly. Many times prejump gets ignored.
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// TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
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try
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TrySetMovementAnimation("PREJUMP");
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{
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TrySetMovementAnimation("JUMP");
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SetMovementAnimation(Animations.AnimsLLUUID["PREJUMP"]);
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SetMovementAnimation(Animations.AnimsLLUUID["JUMP"]);
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}
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catch (KeyNotFoundException)
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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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@ -2045,10 +2003,10 @@ namespace OpenSim.Region.Environment.Scenes
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m_scene.EventManager.TriggerAvatarKill(killerObj, this);
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m_scene.EventManager.TriggerAvatarKill(killerObj, this);
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}
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}
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if (Velocity.X > 0 || Velocity.Y > 0)
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bool isUserMoving = Velocity.X > 0 || Velocity.Y > 0;
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UpdateMovementAnimations();
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UpdateMovementAnimations(isUserMoving);
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}
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}
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public void setHealthWithUpdate(float health)
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public void setHealthWithUpdate(float health)
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{
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{
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Health = health;
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Health = health;
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