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authorJustin Clark-Casey (justincc)2011-08-11 01:56:42 +0100
committerJustin Clark-Casey (justincc)2011-08-11 01:56:42 +0100
commit4402851b086e7faf0d441d2ae0d5f6a3e1ea04b8 (patch)
treeff44ea86dfd8ba586ae4439728ef26341085691a /OpenSim/Region/ScriptEngine/Shared/Api/Implementation
parentIf SP.MoveToTarget has been called with a force walk, begin by landing the av... (diff)
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Get NPCs to revert to the correct 'resting' animation (e.g. stand or hover) after finishing their movement. This also fixes judder after an avatar has finished "go here"/autopilot movement in a viewer.
This meant reseting the SP.AgentControlFlags since the Animator uses these to determine the correct default animation.
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Shared/Api/Implementation')
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index f83304b..71fc15f 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -870,7 +870,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
870 ScenePresence target = (ScenePresence)World.Entities[avatarID]; 870 ScenePresence target = (ScenePresence)World.Entities[avatarID];
871 if (target != null) 871 if (target != null)
872 { 872 {
873 UUID animID=UUID.Zero; 873 UUID animID = UUID.Zero;
874 lock (m_host.TaskInventory) 874 lock (m_host.TaskInventory)
875 { 875 {
876 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 876 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)