Store and send the current movement animation state to a new sim on crossing
parent
9e05067a4f
commit
fd9cb3cb68
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@ -45,6 +45,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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private OpenSim.Framework.Animation m_defaultAnimation = new OpenSim.Framework.Animation();
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private List<OpenSim.Framework.Animation> m_animations = new List<OpenSim.Framework.Animation>();
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public OpenSim.Framework.Animation DefaultAnimation
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{
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get { return m_defaultAnimation; }
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}
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public OpenSim.Framework.Animation ImplicitDefaultAnimation
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{
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get { return m_implicitDefaultAnimation; }
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@ -126,6 +131,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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return false;
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}
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// Called from serialization only
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public void SetImplicitDefaultAnimation(UUID animID, int sequenceNum, UUID objectID)
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{
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m_implicitDefaultAnimation = new OpenSim.Framework.Animation(animID, sequenceNum, objectID);
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}
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protected bool ResetDefaultAnimation()
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{
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return TrySetDefaultAnimation("STAND", 1, UUID.Zero);
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@ -3075,6 +3075,8 @@ namespace OpenSim.Region.Framework.Scenes
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cAgent.Anims = Animator.Animations.ToArray();
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}
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catch { }
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cAgent.DefaultAnim = Animator.Animations.DefaultAnimation;
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cAgent.AnimState = Animator.Animations.ImplicitDefaultAnimation;
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if (Scene.AttachmentsModule != null)
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Scene.AttachmentsModule.CopyAttachments(this, cAgent);
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@ -3146,6 +3148,10 @@ namespace OpenSim.Region.Framework.Scenes
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// FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
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if (cAgent.Anims != null)
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Animator.Animations.FromArray(cAgent.Anims);
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if (cAgent.DefaultAnim != null)
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Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
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if (cAgent.AnimState != null)
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Animator.Animations.SetImplicitDefaultAnimation(cAgent.AnimState.AnimID, cAgent.AnimState.SequenceNum, UUID.Zero);
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if (Scene.AttachmentsModule != null)
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Scene.AttachmentsModule.CopyAttachments(cAgent, this);
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