diff options
author | Adam Frisby | 2008-04-23 11:52:25 +0000 |
---|---|---|
committer | Adam Frisby | 2008-04-23 11:52:25 +0000 |
commit | bca7ab7e363e9c9874a9ab137b60a042b9d1139c (patch) | |
tree | 52150bf5c1514fdad8ff086c84af8e6ae67cbb17 /OpenSim/Region/Environment/Scenes | |
parent | * Fix mantis #842 - folders which are created but left named "New Folder" in ... (diff) | |
download | opensim-SC-bca7ab7e363e9c9874a9ab137b60a042b9d1139c.zip opensim-SC-bca7ab7e363e9c9874a9ab137b60a042b9d1139c.tar.gz opensim-SC-bca7ab7e363e9c9874a9ab137b60a042b9d1139c.tar.bz2 opensim-SC-bca7ab7e363e9c9874a9ab137b60a042b9d1139c.tar.xz |
* Applying Mantis #1020 (Animations) - Thanks Melanie.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes')
3 files changed, 129 insertions, 66 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs index c5a1be1..e4a9551 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs | |||
@@ -730,25 +730,11 @@ namespace OpenSim.Region.Environment.Scenes | |||
730 | 730 | ||
731 | if (item != null) | 731 | if (item != null) |
732 | { | 732 | { |
733 | if (item.AssetType == 0 || item.AssetType == 1 || item.AssetType == 10) | 733 | group.AddInventoryItem(remoteClient, primLocalID, item, copyID); |
734 | { | 734 | m_log.InfoFormat( |
735 | group.AddInventoryItem(remoteClient, primLocalID, item, copyID); | 735 | "[PRIM INVENTORY]: Update with item {0} requested of prim {1} for {2}", |
736 | m_log.InfoFormat( | 736 | item.Name, primLocalID, remoteClient.Name); |
737 | "[PRIM INVENTORY]: Update with item {0} requested of prim {1} for {2}", | 737 | group.GetProperties(remoteClient); |
738 | item.Name, primLocalID, remoteClient.Name); | ||
739 | group.GetProperties(remoteClient); | ||
740 | } | ||
741 | else | ||
742 | { | ||
743 | // XXX Nasty temporary way of stopping things other than sounds, textures and scripts | ||
744 | // from going in a prim's inventory, since other things will not currently work | ||
745 | // See http://opensimulator.org/mantis/view.php?id=711 for the error caused later on | ||
746 | // - to implement requires changes to TaskInventoryItem (which really requires the current | ||
747 | // nasty way it is done to be changed). | ||
748 | m_log.WarnFormat( | ||
749 | "[PRIM INVENTORY]: Sorry, prim inventory storage of asset type {0} is not yet supported", | ||
750 | item.AssetType); | ||
751 | } | ||
752 | } | 738 | } |
753 | else | 739 | else |
754 | { | 740 | { |
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs index 72f78f3..9b99df7 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs | |||
@@ -233,6 +233,33 @@ namespace OpenSim.Region.Environment.Scenes | |||
233 | } | 233 | } |
234 | } | 234 | } |
235 | 235 | ||
236 | // Assumes a lock is held on the inventory | ||
237 | private bool InventoryContainsName(string name) | ||
238 | { | ||
239 | foreach (TaskInventoryItem item in m_taskInventory.Values) | ||
240 | { | ||
241 | if(item.Name == name) | ||
242 | return true; | ||
243 | } | ||
244 | return false; | ||
245 | } | ||
246 | |||
247 | private string FindAvailableInventoryName(string name) | ||
248 | { | ||
249 | if(!InventoryContainsName(name)) | ||
250 | return name; | ||
251 | |||
252 | int suffix=1; | ||
253 | while(suffix < 256) | ||
254 | { | ||
255 | string tryName=String.Format("{0} {1}", name, suffix); | ||
256 | if(!InventoryContainsName(tryName)) | ||
257 | return tryName; | ||
258 | suffix++; | ||
259 | } | ||
260 | return String.Empty; | ||
261 | } | ||
262 | |||
236 | /// <summary> | 263 | /// <summary> |
237 | /// Add an item to this prim's inventory. | 264 | /// Add an item to this prim's inventory. |
238 | /// </summary> | 265 | /// </summary> |
@@ -243,6 +270,12 @@ namespace OpenSim.Region.Environment.Scenes | |||
243 | item.CreationDate = 1000; | 270 | item.CreationDate = 1000; |
244 | item.ParentPartID = UUID; | 271 | item.ParentPartID = UUID; |
245 | 272 | ||
273 | string name=FindAvailableInventoryName(item.Name); | ||
274 | if(name == String.Empty) | ||
275 | return; | ||
276 | |||
277 | item.Name=name; | ||
278 | |||
246 | lock (m_taskInventory) | 279 | lock (m_taskInventory) |
247 | { | 280 | { |
248 | m_taskInventory.Add(item.ItemID, item); | 281 | m_taskInventory.Add(item.ItemID, item); |
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs index d85eea6..3f70108 100644 --- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs | |||
@@ -359,17 +359,15 @@ namespace OpenSim.Region.Environment.Scenes | |||
359 | 359 | ||
360 | AbsolutePosition = m_controllingClient.StartPos; | 360 | AbsolutePosition = m_controllingClient.StartPos; |
361 | 361 | ||
362 | // TODO: m_animations and m_animationSeqs should always be of the same length. | ||
363 | // Move them into an object to (hopefully) avoid threading issues. | 362 | // Move them into an object to (hopefully) avoid threading issues. |
364 | try | 363 | try |
365 | { | 364 | { |
366 | m_animations.Add(Animations.AnimsLLUUID["STAND"]); | 365 | SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); |
367 | } | 366 | } |
368 | catch (KeyNotFoundException) | 367 | catch (KeyNotFoundException) |
369 | { | 368 | { |
370 | m_log.Warn("[AVATAR]: KeyNotFound Exception playing avatar stand animation"); | 369 | m_log.Warn("[AVATAR]: KeyNotFound Exception playing avatar stand animation"); |
371 | } | 370 | } |
372 | m_animationSeqs.Add(1); | ||
373 | 371 | ||
374 | RegisterToEvents(); | 372 | RegisterToEvents(); |
375 | SetDirectionVectors(); | 373 | SetDirectionVectors(); |
@@ -549,6 +547,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
549 | 547 | ||
550 | AddToPhysicalScene(); | 548 | AddToPhysicalScene(); |
551 | m_physicsActor.Flying = isFlying; | 549 | m_physicsActor.Flying = isFlying; |
550 | SendAnimPack(); | ||
552 | 551 | ||
553 | m_scene.SwapRootAgentCount(false); | 552 | m_scene.SwapRootAgentCount(false); |
554 | m_scene.CommsManager.UserProfileCacheService.RequestInventoryForUser(m_uuid); | 553 | m_scene.CommsManager.UserProfileCacheService.RequestInventoryForUser(m_uuid); |
@@ -571,6 +570,15 @@ namespace OpenSim.Region.Environment.Scenes | |||
571 | /// </summary> | 570 | /// </summary> |
572 | public void MakeChildAgent() | 571 | public void MakeChildAgent() |
573 | { | 572 | { |
573 | if(m_animations.Count > 0) | ||
574 | { | ||
575 | LLUUID movement=m_animations[0]; | ||
576 | |||
577 | m_animations.Clear(); | ||
578 | m_animationSeqs.Clear(); | ||
579 | |||
580 | SetMovementAnimation(movement); | ||
581 | } | ||
574 | // m_log.DebugFormat( | 582 | // m_log.DebugFormat( |
575 | // "[SCENEPRESENCE]: Downgrading child agent {0}, {1} to a root agent in {2}", | 583 | // "[SCENEPRESENCE]: Downgrading child agent {0}, {1} to a root agent in {2}", |
576 | // Name, UUID, m_scene.RegionInfo.RegionName); | 584 | // Name, UUID, m_scene.RegionInfo.RegionName); |
@@ -634,7 +642,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
634 | { | 642 | { |
635 | AbsolutePosition = AbsolutePosition + new LLVector3(0, 0, (1.56f / 6)); | 643 | AbsolutePosition = AbsolutePosition + new LLVector3(0, 0, (1.56f / 6)); |
636 | } | 644 | } |
637 | SetMovementAnimation(Animations.AnimsLLUUID["LAND"], 2); | 645 | SetMovementAnimation(Animations.AnimsLLUUID["LAND"]); |
638 | SendFullUpdateToAllClients(); | 646 | SendFullUpdateToAllClients(); |
639 | } | 647 | } |
640 | 648 | ||
@@ -754,7 +762,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
754 | { | 762 | { |
755 | // TODO: This doesn't quite work yet -- probably a parent ID problem | 763 | // TODO: This doesn't quite work yet -- probably a parent ID problem |
756 | // m_parentID = (what should this be?) | 764 | // m_parentID = (what should this be?) |
757 | SetMovementAnimation(Animations.AnimsLLUUID["SIT_GROUND"], 1); | 765 | SetMovementAnimation(Animations.AnimsLLUUID["SIT_GROUND"]); |
758 | } | 766 | } |
759 | // In the future, these values might need to go global. | 767 | // In the future, these values might need to go global. |
760 | // Here's where you get them. | 768 | // Here's where you get them. |
@@ -891,7 +899,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
891 | } | 899 | } |
892 | } | 900 | } |
893 | 901 | ||
894 | SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1); | 902 | SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); |
895 | } | 903 | } |
896 | 904 | ||
897 | private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset) | 905 | private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset) |
@@ -1025,7 +1033,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1025 | Velocity = new LLVector3(0, 0, 0); | 1033 | Velocity = new LLVector3(0, 0, 0); |
1026 | RemoveFromPhysicalScene(); | 1034 | RemoveFromPhysicalScene(); |
1027 | 1035 | ||
1028 | SetMovementAnimation(Animations.AnimsLLUUID["SIT"], 1); | 1036 | SetMovementAnimation(Animations.AnimsLLUUID["SIT"]); |
1029 | SendFullUpdateToAllClients(); | 1037 | SendFullUpdateToAllClients(); |
1030 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | 1038 | // This may seem stupid, but Our Full updates don't send avatar rotation :P |
1031 | // So we're also sending a terse update (which has avatar rotation) | 1039 | // So we're also sending a terse update (which has avatar rotation) |
@@ -1045,35 +1053,58 @@ namespace OpenSim.Region.Environment.Scenes | |||
1045 | } | 1053 | } |
1046 | } | 1054 | } |
1047 | 1055 | ||
1048 | public void AddAnimation(LLUUID animID, int seq) | 1056 | public void AddAnimation(LLUUID animID) |
1049 | { | 1057 | { |
1058 | if(m_isChildAgent) | ||
1059 | return; | ||
1060 | |||
1061 | // Don't let this animation become the movement animation | ||
1062 | if(m_animations.Count < 1) | ||
1063 | SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); | ||
1064 | |||
1050 | if (!m_animations.Contains(animID)) | 1065 | if (!m_animations.Contains(animID)) |
1051 | { | 1066 | { |
1052 | m_animations.Add(animID); | 1067 | m_animations.Add(animID); |
1053 | m_animationSeqs.Add(seq); | 1068 | m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber); |
1054 | SendAnimPack(); | 1069 | SendAnimPack(); |
1055 | } | 1070 | } |
1056 | } | 1071 | } |
1057 | 1072 | ||
1058 | public void RemoveAnimation(LLUUID animID) | 1073 | public void RemoveAnimation(LLUUID animID) |
1059 | { | 1074 | { |
1075 | if(m_isChildAgent) | ||
1076 | return; | ||
1077 | |||
1060 | if (m_animations.Contains(animID)) | 1078 | if (m_animations.Contains(animID)) |
1061 | { | 1079 | { |
1062 | if (m_animations[0] == animID) | 1080 | if (m_animations[0] == animID) |
1063 | { | 1081 | { |
1064 | SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1); | 1082 | SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); |
1065 | } | 1083 | } |
1066 | else | 1084 | else |
1067 | { | 1085 | { |
1068 | m_animations.Remove(animID); | 1086 | // What a HACK!! Anim list really needs to be an object! |
1069 | SendAnimPack(); | 1087 | int idx; |
1088 | |||
1089 | for(idx=0;idx < m_animations.Count;idx++) | ||
1090 | { | ||
1091 | if(m_animations[idx] == animID) | ||
1092 | { | ||
1093 | int seq=m_animationSeqs[idx]; | ||
1094 | |||
1095 | m_animations.Remove(animID); | ||
1096 | m_animationSeqs.Remove(seq); | ||
1097 | SendAnimPack(); | ||
1098 | break; | ||
1099 | } | ||
1100 | } | ||
1070 | } | 1101 | } |
1071 | } | 1102 | } |
1072 | } | 1103 | } |
1073 | 1104 | ||
1074 | public void HandleStartAnim(IClientAPI remoteClient, LLUUID animID, int seq) | 1105 | public void HandleStartAnim(IClientAPI remoteClient, LLUUID animID) |
1075 | { | 1106 | { |
1076 | AddAnimation(animID, seq); | 1107 | AddAnimation(animID); |
1077 | } | 1108 | } |
1078 | 1109 | ||
1079 | public void HandleStopAnim(IClientAPI remoteClient, LLUUID animID) | 1110 | public void HandleStopAnim(IClientAPI remoteClient, LLUUID animID) |
@@ -1086,25 +1117,35 @@ namespace OpenSim.Region.Environment.Scenes | |||
1086 | /// reserved for "main" animations that are mutually exclusive, | 1117 | /// reserved for "main" animations that are mutually exclusive, |
1087 | /// like flying and sitting, for example. | 1118 | /// like flying and sitting, for example. |
1088 | /// </summary> | 1119 | /// </summary> |
1089 | protected void SetMovementAnimation(LLUUID anim, int seq) | 1120 | protected void SetMovementAnimation(LLUUID anim) |
1090 | { | 1121 | { |
1091 | try | 1122 | if(m_animations.Count < 1) |
1092 | { | 1123 | { |
1093 | if (m_animations[0] != anim) | 1124 | m_animations.Add(Animations.AnimsLLUUID["STAND"]); |
1094 | { | 1125 | m_animationSeqs.Add(1); |
1095 | m_animations[0] = anim; | 1126 | |
1096 | m_animationSeqs[0] = seq; | 1127 | SendAnimPack(); |
1097 | SendAnimPack(); | 1128 | } |
1098 | } | 1129 | else |
1099 | } | 1130 | { |
1100 | catch | 1131 | try |
1101 | { | 1132 | { |
1102 | m_log.Warn("[AVATAR]: SetMovementAnimation for avatar failed. Attempting recovery..."); | 1133 | if (m_animations[0] != anim) |
1103 | m_animations[0] = anim; | 1134 | { |
1104 | m_animationSeqs[0] = seq; | 1135 | m_animations[0] = anim; |
1105 | SendAnimPack(); | 1136 | m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber; |
1106 | } | 1137 | } |
1107 | } | 1138 | SendAnimPack(); |
1139 | } | ||
1140 | catch | ||
1141 | { | ||
1142 | m_log.Warn("[AVATAR]: SetMovementAnimation for avatar failed. Attempting recovery..."); | ||
1143 | m_animations[0] = anim; | ||
1144 | m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber; | ||
1145 | SendAnimPack(); | ||
1146 | } | ||
1147 | } | ||
1148 | } | ||
1108 | 1149 | ||
1109 | /// <summary> | 1150 | /// <summary> |
1110 | /// This method handles agent movement related animations | 1151 | /// This method handles agent movement related animations |
@@ -1123,18 +1164,18 @@ namespace OpenSim.Region.Environment.Scenes | |||
1123 | if (m_physicsActor.Flying) | 1164 | if (m_physicsActor.Flying) |
1124 | { | 1165 | { |
1125 | // We are flying | 1166 | // We are flying |
1126 | SetMovementAnimation(Animations.AnimsLLUUID["FLY"], 1); | 1167 | SetMovementAnimation(Animations.AnimsLLUUID["FLY"]); |
1127 | } | 1168 | } |
1128 | else if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && | 1169 | else if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && |
1129 | PhysicsActor.IsColliding) | 1170 | PhysicsActor.IsColliding) |
1130 | { | 1171 | { |
1131 | // Client is pressing the page down button and moving and is colliding with something | 1172 | // Client is pressing the page down button and moving and is colliding with something |
1132 | SetMovementAnimation(Animations.AnimsLLUUID["CROUCHWALK"], 1); | 1173 | SetMovementAnimation(Animations.AnimsLLUUID["CROUCHWALK"]); |
1133 | } | 1174 | } |
1134 | else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6) | 1175 | else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6) |
1135 | { | 1176 | { |
1136 | // Client is moving and falling at a velocity greater then 6 meters per unit | 1177 | // Client is moving and falling at a velocity greater then 6 meters per unit |
1137 | SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"], 1); | 1178 | SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"]); |
1138 | } | 1179 | } |
1139 | else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && | 1180 | else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && |
1140 | (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) | 1181 | (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) |
@@ -1142,7 +1183,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1142 | // Client is moving, and colliding and pressing the page up button but isn't flying | 1183 | // Client is moving, and colliding and pressing the page up button but isn't flying |
1143 | try | 1184 | try |
1144 | { | 1185 | { |
1145 | SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1); | 1186 | SetMovementAnimation(Animations.AnimsLLUUID["JUMP"]); |
1146 | } | 1187 | } |
1147 | catch (KeyNotFoundException) | 1188 | catch (KeyNotFoundException) |
1148 | { } | 1189 | { } |
@@ -1152,7 +1193,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1152 | // We are running | 1193 | // We are running |
1153 | try | 1194 | try |
1154 | { | 1195 | { |
1155 | SetMovementAnimation(Animations.AnimsLLUUID["RUN"], 1); | 1196 | SetMovementAnimation(Animations.AnimsLLUUID["RUN"]); |
1156 | } | 1197 | } |
1157 | catch (KeyNotFoundException) | 1198 | catch (KeyNotFoundException) |
1158 | { } | 1199 | { } |
@@ -1162,7 +1203,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1162 | // We're moving, but we're not doing anything else.. so play the stand animation | 1203 | // We're moving, but we're not doing anything else.. so play the stand animation |
1163 | try | 1204 | try |
1164 | { | 1205 | { |
1165 | SetMovementAnimation(Animations.AnimsLLUUID["WALK"], 1); | 1206 | SetMovementAnimation(Animations.AnimsLLUUID["WALK"]); |
1166 | } | 1207 | } |
1167 | catch (KeyNotFoundException) | 1208 | catch (KeyNotFoundException) |
1168 | { } | 1209 | { } |
@@ -1177,23 +1218,23 @@ namespace OpenSim.Region.Environment.Scenes | |||
1177 | PhysicsActor.IsColliding) | 1218 | PhysicsActor.IsColliding) |
1178 | { | 1219 | { |
1179 | // Client pressing the page down button | 1220 | // Client pressing the page down button |
1180 | SetMovementAnimation(Animations.AnimsLLUUID["CROUCH"], 1); | 1221 | SetMovementAnimation(Animations.AnimsLLUUID["CROUCH"]); |
1181 | } | 1222 | } |
1182 | else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying) | 1223 | else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying) |
1183 | { | 1224 | { |
1184 | // Not colliding and not flying, and we're falling at high speed | 1225 | // Not colliding and not flying, and we're falling at high speed |
1185 | SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"], 1); | 1226 | SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"]); |
1186 | } | 1227 | } |
1187 | else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying && | 1228 | else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying && |
1188 | (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) | 1229 | (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) |
1189 | { | 1230 | { |
1190 | // This is the standing jump | 1231 | // This is the standing jump |
1191 | SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1); | 1232 | SetMovementAnimation(Animations.AnimsLLUUID["JUMP"]); |
1192 | } | 1233 | } |
1193 | else if (m_physicsActor.Flying) | 1234 | else if (m_physicsActor.Flying) |
1194 | { | 1235 | { |
1195 | // We're flying but not moving | 1236 | // We're flying but not moving |
1196 | SetMovementAnimation(Animations.AnimsLLUUID["HOVER"], 1); | 1237 | SetMovementAnimation(Animations.AnimsLLUUID["HOVER"]); |
1197 | } | 1238 | } |
1198 | else | 1239 | else |
1199 | { | 1240 | { |
@@ -1201,7 +1242,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1201 | try | 1242 | try |
1202 | { | 1243 | { |
1203 | 1244 | ||
1204 | SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1); | 1245 | SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); |
1205 | } | 1246 | } |
1206 | catch (KeyNotFoundException) | 1247 | catch (KeyNotFoundException) |
1207 | { } | 1248 | { } |
@@ -1257,8 +1298,8 @@ namespace OpenSim.Region.Environment.Scenes | |||
1257 | // PreJump and jump happen too quickly. Many times prejump gets ignored. | 1298 | // PreJump and jump happen too quickly. Many times prejump gets ignored. |
1258 | try | 1299 | try |
1259 | { | 1300 | { |
1260 | SetMovementAnimation(Animations.AnimsLLUUID["PREJUMP"], 1); | 1301 | SetMovementAnimation(Animations.AnimsLLUUID["PREJUMP"]); |
1261 | SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1); | 1302 | SetMovementAnimation(Animations.AnimsLLUUID["JUMP"]); |
1262 | } | 1303 | } |
1263 | catch (KeyNotFoundException) | 1304 | catch (KeyNotFoundException) |
1264 | { } | 1305 | { } |
@@ -1495,6 +1536,9 @@ namespace OpenSim.Region.Environment.Scenes | |||
1495 | /// <param name="seqs"></param> | 1536 | /// <param name="seqs"></param> |
1496 | public void SendAnimPack(LLUUID[] animations, int[] seqs) | 1537 | public void SendAnimPack(LLUUID[] animations, int[] seqs) |
1497 | { | 1538 | { |
1539 | if(m_isChildAgent) | ||
1540 | return; | ||
1541 | |||
1498 | m_scene.Broadcast( | 1542 | m_scene.Broadcast( |
1499 | delegate(IClientAPI client) { client.SendAnimations(animations, seqs, m_controllingClient.AgentId); }); | 1543 | delegate(IClientAPI client) { client.SendAnimations(animations, seqs, m_controllingClient.AgentId); }); |
1500 | } | 1544 | } |
@@ -1915,7 +1959,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1915 | 1959 | ||
1916 | m_animations = new List<LLUUID>(); | 1960 | m_animations = new List<LLUUID>(); |
1917 | m_animations.Add(Animations.AnimsLLUUID["STAND"]); | 1961 | m_animations.Add(Animations.AnimsLLUUID["STAND"]); |
1918 | m_animationSeqs.Add(1); | 1962 | m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber); |
1919 | 1963 | ||
1920 | SetDirectionVectors(); | 1964 | SetDirectionVectors(); |
1921 | */ | 1965 | */ |