force update of movement animation
parent
9d815e2d2a
commit
e37fd5e716
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@ -475,7 +475,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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string newMovementAnimation = DetermineMovementAnimation();
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string newMovementAnimation = DetermineMovementAnimation();
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if (CurrentMovementAnimation != newMovementAnimation)
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if (CurrentMovementAnimation != newMovementAnimation)
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{
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{
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CurrentMovementAnimation = DetermineMovementAnimation();
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CurrentMovementAnimation = newMovementAnimation;
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()",
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// "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()",
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@ -489,6 +489,19 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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return ret;
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return ret;
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}
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}
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public bool ForceUpdateMovementAnimations()
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{
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// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Updating movement animations for {0}", m_scenePresence.Name);
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bool ret = false;
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lock (m_animations)
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{
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string newMovementAnimation = DetermineMovementAnimation();
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ret = TrySetMovementAnimation(newMovementAnimation);
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}
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return ret;
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}
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public UUID[] GetAnimationArray()
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public UUID[] GetAnimationArray()
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{
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{
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UUID[] animIDs;
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UUID[] animIDs;
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@ -6040,7 +6040,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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Overrides.SetOverride(animState, animID);
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Overrides.SetOverride(animState, animID);
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// Animator.SendAnimPack();
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// Animator.SendAnimPack();
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Animator.UpdateMovementAnimations();
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Animator.ForceUpdateMovementAnimations();
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}
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}
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public UUID GetAnimationOverride(string animState)
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public UUID GetAnimationOverride(string animState)
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