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authorTeravus Ovares2008-09-06 07:52:41 +0000
committerTeravus Ovares2008-09-06 07:52:41 +0000
commit7d89e122930be39e84a6d174548fa2d12ac0484a (patch)
treee5aa5752f988a9aba2a969f49e5e208985eda80c /OpenSim/Region/Environment/Scenes/AnimationSet.cs
parent* minor: speculatively try a change to bamboo.build to see if this generates ... (diff)
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* This is the fabled LibOMV update with all of the libOMV types from JHurliman
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/AnimationSet.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/AnimationSet.cs18
1 files changed, 9 insertions, 9 deletions
diff --git a/OpenSim/Region/Environment/Scenes/AnimationSet.cs b/OpenSim/Region/Environment/Scenes/AnimationSet.cs
index c485d30..0b7188a 100644
--- a/OpenSim/Region/Environment/Scenes/AnimationSet.cs
+++ b/OpenSim/Region/Environment/Scenes/AnimationSet.cs
@@ -27,7 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using libsecondlife; 30using OpenMetaverse;
31 31
32namespace OpenSim.Region.Environment.Scenes 32namespace OpenSim.Region.Environment.Scenes
33{ 33{
@@ -43,7 +43,7 @@ namespace OpenSim.Region.Environment.Scenes
43 ResetDefaultAnimation(); 43 ResetDefaultAnimation();
44 } 44 }
45 45
46 public bool HasAnimation(LLUUID animID) 46 public bool HasAnimation(UUID animID)
47 { 47 {
48 if (m_defaultAnimation.AnimID == animID) 48 if (m_defaultAnimation.AnimID == animID)
49 return true; 49 return true;
@@ -57,7 +57,7 @@ namespace OpenSim.Region.Environment.Scenes
57 return false; 57 return false;
58 } 58 }
59 59
60 public bool Add(LLUUID animID, int sequenceNum) 60 public bool Add(UUID animID, int sequenceNum)
61 { 61 {
62 lock (m_animations) 62 lock (m_animations)
63 { 63 {
@@ -70,7 +70,7 @@ namespace OpenSim.Region.Environment.Scenes
70 return false; 70 return false;
71 } 71 }
72 72
73 public bool Remove(LLUUID animID) 73 public bool Remove(UUID animID)
74 { 74 {
75 lock (m_animations) 75 lock (m_animations)
76 { 76 {
@@ -103,7 +103,7 @@ namespace OpenSim.Region.Environment.Scenes
103 /// The default animation is reserved for "main" animations 103 /// The default animation is reserved for "main" animations
104 /// that are mutually exclusive, e.g. flying and sitting. 104 /// that are mutually exclusive, e.g. flying and sitting.
105 /// </summary> 105 /// </summary>
106 public bool SetDefaultAnimation(LLUUID animID, int sequenceNum) 106 public bool SetDefaultAnimation(UUID animID, int sequenceNum)
107 { 107 {
108 if (m_defaultAnimation.AnimID != animID) 108 if (m_defaultAnimation.AnimID != animID)
109 { 109 {
@@ -123,18 +123,18 @@ namespace OpenSim.Region.Environment.Scenes
123 /// </summary> 123 /// </summary>
124 public bool TrySetDefaultAnimation(string anim, int sequenceNum) 124 public bool TrySetDefaultAnimation(string anim, int sequenceNum)
125 { 125 {
126 if (Animations.AnimsLLUUID.ContainsKey(anim)) 126 if (Animations.AnimsUUID.ContainsKey(anim))
127 { 127 {
128 return SetDefaultAnimation(Animations.AnimsLLUUID[anim], sequenceNum); 128 return SetDefaultAnimation(Animations.AnimsUUID[anim], sequenceNum);
129 } 129 }
130 return false; 130 return false;
131 } 131 }
132 132
133 public void GetArrays(out LLUUID[] animIDs, out int[] sequenceNums) 133 public void GetArrays(out UUID[] animIDs, out int[] sequenceNums)
134 { 134 {
135 lock (m_animations) 135 lock (m_animations)
136 { 136 {
137 animIDs = new LLUUID[m_animations.Count + 1]; 137 animIDs = new UUID[m_animations.Count + 1];
138 sequenceNums = new int[m_animations.Count + 1]; 138 sequenceNums = new int[m_animations.Count + 1];
139 139
140 animIDs[0] = m_defaultAnimation.AnimID; 140 animIDs[0] = m_defaultAnimation.AnimID;