Fixed: scripted controls didn't work if the avatar was sitting down
This fixes a bug introduced in 6473674bbf
0.7.4.1
parent
4ad45934c6
commit
fe8e835bfc
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@ -1336,6 +1336,7 @@ namespace OpenSim.Region.Framework.Scenes
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PhysicsActor actor = PhysicsActor;
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PhysicsActor actor = PhysicsActor;
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if (actor == null)
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if (actor == null)
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{
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{
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SafeSendControlsToScripts(flagsForScripts);
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return;
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return;
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}
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}
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@ -1512,20 +1513,25 @@ namespace OpenSim.Region.Framework.Scenes
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if (update_movementflag && ParentID == 0)
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if (update_movementflag && ParentID == 0)
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Animator.UpdateMovementAnimations();
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Animator.UpdateMovementAnimations();
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lock (scriptedcontrols)
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SafeSendControlsToScripts(flagsForScripts);
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{
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if (scriptedcontrols.Count > 0)
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{
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// Notify the scripts only after calling UpdateMovementAnimations(), so that if a script
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// (e.g., a walking script) checks which animation is active it will be the correct animation.
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SendControlToScripts(flagsForScripts);
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}
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}
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}
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}
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m_scene.EventManager.TriggerOnClientMovement(this);
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m_scene.EventManager.TriggerOnClientMovement(this);
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}
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}
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private void SafeSendControlsToScripts(uint flagsForScripts)
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{
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lock (scriptedcontrols)
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{
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if (scriptedcontrols.Count > 0)
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{
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// Notify the scripts only after calling UpdateMovementAnimations(), so that if a script
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// (e.g., a walking script) checks which animation is active it will be the correct animation.
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SendControlToScripts(flagsForScripts);
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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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/// Calculate an update to move the presence to the set target.
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/// Calculate an update to move the presence to the set target.
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/// </summary>
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/// </summary>
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