Store and send the current movement animation state to a new sim on crossing

integration
Melanie 2012-10-30 23:08:22 +00:00
parent 9e05067a4f
commit fd9cb3cb68
2 changed files with 17 additions and 0 deletions

View File

@ -45,6 +45,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
private OpenSim.Framework.Animation m_defaultAnimation = new OpenSim.Framework.Animation();
private List<OpenSim.Framework.Animation> m_animations = new List<OpenSim.Framework.Animation>();
public OpenSim.Framework.Animation DefaultAnimation
{
get { return m_defaultAnimation; }
}
public OpenSim.Framework.Animation ImplicitDefaultAnimation
{
get { return m_implicitDefaultAnimation; }
@ -126,6 +131,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
return false;
}
// Called from serialization only
public void SetImplicitDefaultAnimation(UUID animID, int sequenceNum, UUID objectID)
{
m_implicitDefaultAnimation = new OpenSim.Framework.Animation(animID, sequenceNum, objectID);
}
protected bool ResetDefaultAnimation()
{
return TrySetDefaultAnimation("STAND", 1, UUID.Zero);

View File

@ -3075,6 +3075,8 @@ namespace OpenSim.Region.Framework.Scenes
cAgent.Anims = Animator.Animations.ToArray();
}
catch { }
cAgent.DefaultAnim = Animator.Animations.DefaultAnimation;
cAgent.AnimState = Animator.Animations.ImplicitDefaultAnimation;
if (Scene.AttachmentsModule != null)
Scene.AttachmentsModule.CopyAttachments(this, cAgent);
@ -3146,6 +3148,10 @@ namespace OpenSim.Region.Framework.Scenes
// FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
if (cAgent.Anims != null)
Animator.Animations.FromArray(cAgent.Anims);
if (cAgent.DefaultAnim != null)
Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
if (cAgent.AnimState != null)
Animator.Animations.SetImplicitDefaultAnimation(cAgent.AnimState.AnimID, cAgent.AnimState.SequenceNum, UUID.Zero);
if (Scene.AttachmentsModule != null)
Scene.AttachmentsModule.CopyAttachments(cAgent, this);