diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Animation')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | 244 |
1 files changed, 174 insertions, 70 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index e9e1845..175e8ed 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | |||
@@ -26,6 +26,7 @@ | |||
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Threading; | ||
29 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
30 | using System.Reflection; | 31 | using System.Reflection; |
31 | using log4net; | 32 | using log4net; |
@@ -42,7 +43,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
42 | /// </summary> | 43 | /// </summary> |
43 | public class ScenePresenceAnimator | 44 | public class ScenePresenceAnimator |
44 | { | 45 | { |
45 | // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 46 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
46 | 47 | ||
47 | public AnimationSet Animations | 48 | public AnimationSet Animations |
48 | { | 49 | { |
@@ -57,11 +58,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
57 | { | 58 | { |
58 | get { return m_movementAnimation; } | 59 | get { return m_movementAnimation; } |
59 | } | 60 | } |
60 | protected string m_movementAnimation = "DEFAULT"; | 61 | // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist! |
61 | 62 | protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init. | |
62 | private int m_animTickFall; | 63 | private int m_animTickFall; |
63 | private int m_animTickJump; | 64 | // private int m_animTickJump; |
64 | 65 | public int m_animTickJump; // ScenePresence has to see this to control +Z force | |
66 | public bool m_jumping = false; // Add for jumping | ||
67 | public float m_jumpVelocity = 0f; // Add for jumping | ||
68 | private int m_landing = 0; // Add for jumping | ||
69 | public bool m_falling = false; // Add for falling | ||
70 | private float m_fallHeight; // Add for falling | ||
71 | |||
65 | /// <value> | 72 | /// <value> |
66 | /// The scene presence that this animator applies to | 73 | /// The scene presence that this animator applies to |
67 | /// </value> | 74 | /// </value> |
@@ -122,7 +129,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
122 | 129 | ||
123 | public void ResetAnimations() | 130 | public void ResetAnimations() |
124 | { | 131 | { |
132 | Console.WriteLine("ResetA............."); | ||
125 | m_animations.Clear(); | 133 | m_animations.Clear(); |
134 | TrySetMovementAnimation("STAND"); | ||
126 | } | 135 | } |
127 | 136 | ||
128 | /// <summary> | 137 | /// <summary> |
@@ -152,15 +161,16 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
152 | /// </summary> | 161 | /// </summary> |
153 | public string GetMovementAnimation() | 162 | public string GetMovementAnimation() |
154 | { | 163 | { |
155 | const float FALL_DELAY = 0.33f; | 164 | //Console.WriteLine("GMA-------"); //## |
156 | const float PREJUMP_DELAY = 0.25f; | 165 | //#@ const float FALL_DELAY = 0.33f; |
157 | 166 | const float FALL_DELAY = 800f; //## mS | |
167 | //rm for jumping const float PREJUMP_DELAY = 0.25f; | ||
168 | const float PREJUMP_DELAY = 200f; // mS add for jumping | ||
169 | const float JUMP_PERIOD = 800f; // mS add for jumping | ||
158 | #region Inputs | 170 | #region Inputs |
159 | if (m_scenePresence.SitGround) | 171 | |
160 | { | ||
161 | return "SIT_GROUND_CONSTRAINED"; | ||
162 | } | ||
163 | AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; | 172 | AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; |
173 | // m_log.DebugFormat("[ANIM]: Control flags: {0}", controlFlags); | ||
164 | PhysicsActor actor = m_scenePresence.PhysicsActor; | 174 | PhysicsActor actor = m_scenePresence.PhysicsActor; |
165 | 175 | ||
166 | // Create forward and left vectors from the current avatar rotation | 176 | // Create forward and left vectors from the current avatar rotation |
@@ -169,13 +179,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
169 | Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); | 179 | Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); |
170 | 180 | ||
171 | // Check control flags | 181 | // Check control flags |
172 | bool heldForward = | 182 | bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS); |
173 | (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); | 183 | bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); |
174 | bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; | 184 | bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); |
175 | bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; | 185 | bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG); |
176 | bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; | 186 | //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; |
177 | bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; | 187 | //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; |
178 | bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; | ||
179 | bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; | 188 | bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; |
180 | bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; | 189 | bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; |
181 | //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; | 190 | //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; |
@@ -183,17 +192,16 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
183 | 192 | ||
184 | // Direction in which the avatar is trying to move | 193 | // Direction in which the avatar is trying to move |
185 | Vector3 move = Vector3.Zero; | 194 | Vector3 move = Vector3.Zero; |
186 | if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; } | ||
187 | if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } | 195 | if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } |
188 | if (heldLeft) { move.X += left.X; move.Y += left.Y; } | 196 | if (heldLeft) { move.X += left.X; move.Y += left.Y; } |
189 | if (heldRight) { move.X -= left.X; move.Y -= left.Y; } | 197 | if (heldRight) { move.X -= left.X; move.Y -= left.Y; } |
190 | if (heldUp) { move.Z += 1; } | 198 | if (heldUp) { move.Z += 1; } |
191 | if (heldDown) { move.Z -= 1; } | 199 | if (heldDown) { move.Z -= 1; } |
200 | if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; } | ||
192 | 201 | ||
193 | // Is the avatar trying to move? | 202 | // Is the avatar trying to move? |
194 | // bool moving = (move != Vector3.Zero); | 203 | // bool moving = (move != Vector3.Zero); |
195 | bool jumping = m_animTickJump != 0; | 204 | // rm for jumping bool jumping = m_animTickJump != 0; |
196 | |||
197 | #endregion Inputs | 205 | #endregion Inputs |
198 | 206 | ||
199 | #region Flying | 207 | #region Flying |
@@ -202,6 +210,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
202 | { | 210 | { |
203 | m_animTickFall = 0; | 211 | m_animTickFall = 0; |
204 | m_animTickJump = 0; | 212 | m_animTickJump = 0; |
213 | m_jumping = false; //add for jumping | ||
214 | m_falling = true; //add for falling | ||
215 | m_jumpVelocity = 0f; //add for jumping | ||
216 | actor.Selected = false; //add for jumping flag | ||
217 | m_fallHeight = actor.Position.Z; // save latest flying height | ||
205 | 218 | ||
206 | if (move.X != 0f || move.Y != 0f) | 219 | if (move.X != 0f || move.Y != 0f) |
207 | { | 220 | { |
@@ -213,8 +226,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
213 | } | 226 | } |
214 | else if (move.Z < 0f) | 227 | else if (move.Z < 0f) |
215 | { | 228 | { |
216 | if (actor != null && actor.IsColliding) | 229 | if (actor != null && actor.IsColliding) |
230 | { //## | ||
231 | //Console.WriteLine("LAND FLYING"); // ## | ||
217 | return "LAND"; | 232 | return "LAND"; |
233 | } //# | ||
218 | else | 234 | else |
219 | return "HOVER_DOWN"; | 235 | return "HOVER_DOWN"; |
220 | } | 236 | } |
@@ -228,48 +244,127 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
228 | 244 | ||
229 | #region Falling/Floating/Landing | 245 | #region Falling/Floating/Landing |
230 | 246 | ||
231 | if (actor == null || !actor.IsColliding) | 247 | // rm for jumping if (actor == null || !actor.IsColliding) |
248 | if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping | ||
232 | { | 249 | { |
233 | float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; | 250 | // rm float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; |
251 | float fallElapsed = (float)(Environment.TickCount - m_animTickFall); // add, in mS | ||
234 | float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; | 252 | float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; |
253 | //Console.WriteLine("falling t={0} v={1}", fallElapsed, fallVelocity); //## | ||
254 | |||
255 | // rm for fall if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) | ||
256 | if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true; // add for falling and jumping | ||
235 | 257 | ||
236 | if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) | 258 | if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) // add for jumping |
259 | // not falling yet or going up | ||
237 | { | 260 | { |
238 | // Just started falling | 261 | // reset start of fall time |
239 | m_animTickFall = Environment.TickCount; | 262 | m_animTickFall = Environment.TickCount; |
240 | } | 263 | } |
241 | else if (!jumping && fallElapsed > FALL_DELAY) | 264 | // else if (!jumping && fallElapsed > FALL_DELAY) |
265 | else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.m_wasFlying)) // add for falling and jumping | ||
242 | { | 266 | { |
243 | // Falling long enough to trigger the animation | 267 | // Falling long enough to trigger the animation |
268 | //Console.WriteLine("FALLDOWN"); //## | ||
244 | return "FALLDOWN"; | 269 | return "FALLDOWN"; |
245 | } | 270 | } |
246 | else if (m_animTickJump == -1) | ||
247 | { | ||
248 | m_animTickJump = 0; | ||
249 | return "STAND"; | ||
250 | } | ||
251 | 271 | ||
252 | return m_movementAnimation; | 272 | return m_movementAnimation; |
253 | } | 273 | } |
254 | 274 | ||
255 | #endregion Falling/Floating/Landing | 275 | #endregion Falling/Floating/Landing |
256 | 276 | ||
277 | |||
278 | #region Jumping // section added for jumping... | ||
279 | |||
280 | int jumptime; | ||
281 | jumptime = Environment.TickCount - m_animTickJump; | ||
282 | |||
283 | |||
284 | if ((move.Z > 0f) && (!m_jumping)) | ||
285 | { | ||
286 | //Console.WriteLine("PJ {0}", jumptime); //## | ||
287 | // Start jumping, prejump | ||
288 | m_animTickFall = 0; | ||
289 | m_jumping = true; | ||
290 | m_falling = false; | ||
291 | actor.Selected = true; // borrowed for jmping flag | ||
292 | m_animTickJump = Environment.TickCount; | ||
293 | m_jumpVelocity = 0.35f; | ||
294 | return "PREJUMP"; | ||
295 | } | ||
296 | |||
297 | if(m_jumping) | ||
298 | { | ||
299 | if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding) | ||
300 | { | ||
301 | //Console.WriteLine("LA {0}", jumptime); //## | ||
302 | // end jumping | ||
303 | m_jumping = false; | ||
304 | m_falling = false; | ||
305 | actor.Selected = false; // borrowed for jumping flag | ||
306 | m_jumpVelocity = 0f; | ||
307 | m_animTickFall = Environment.TickCount; | ||
308 | return "LAND"; | ||
309 | } | ||
310 | else if (jumptime > JUMP_PERIOD) | ||
311 | { | ||
312 | //Console.WriteLine("JD {0}", jumptime); //## | ||
313 | // jump down | ||
314 | m_jumpVelocity = 0f; | ||
315 | return "JUMP"; | ||
316 | } | ||
317 | else if (jumptime > PREJUMP_DELAY) | ||
318 | { | ||
319 | //Console.WriteLine("JU {0}", jumptime); //## | ||
320 | // jump up | ||
321 | m_jumping = true; | ||
322 | m_jumpVelocity = 10f; | ||
323 | return "JUMP"; | ||
324 | } | ||
325 | } | ||
326 | |||
327 | #endregion Jumping // end added section | ||
328 | |||
257 | #region Ground Movement | 329 | #region Ground Movement |
258 | 330 | ||
259 | if (m_movementAnimation == "FALLDOWN") | 331 | if (m_movementAnimation == "FALLDOWN") |
260 | { | 332 | { |
333 | m_falling = false; | ||
261 | m_animTickFall = Environment.TickCount; | 334 | m_animTickFall = Environment.TickCount; |
262 | |||
263 | // TODO: SOFT_LAND support | 335 | // TODO: SOFT_LAND support |
264 | return "LAND"; | 336 | float fallHeight = m_fallHeight - actor.Position.Z; |
337 | //Console.WriteLine("Hit from {0}", fallHeight); //## | ||
338 | if (fallHeight > 15.0f) // add for falling | ||
339 | return "STANDUP"; | ||
340 | else if (fallHeight > 8.0f) // add for falling | ||
341 | return "SOFT_LAND"; // add for falling | ||
342 | else // add for falling | ||
343 | return "LAND"; // add for falling | ||
265 | } | 344 | } |
266 | else if (m_movementAnimation == "LAND") | 345 | // rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; |
346 | // rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) | ||
347 | // rm for landing return "LAND"; | ||
348 | else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP")) | ||
267 | { | 349 | { |
268 | float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; | 350 | int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping |
269 | if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) | 351 | int limit = 1000; // add for jumping |
270 | return "LAND"; | 352 | if(m_movementAnimation == "LAND") limit = 350; // add for jumping |
271 | } | 353 | // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client |
272 | 354 | ||
355 | if ((m_animTickFall != 0) && (landElapsed <= limit)) // add for jumping | ||
356 | { | ||
357 | //Console.WriteLine("Lelapse {0}", m_movementAnimation); //## | ||
358 | return m_movementAnimation; | ||
359 | } | ||
360 | else | ||
361 | { | ||
362 | //Console.WriteLine("end/STAND"); //## | ||
363 | m_fallHeight = actor.Position.Z; // save latest flying height | ||
364 | return "STAND"; | ||
365 | } | ||
366 | } | ||
367 | /* This section removed, replaced by jumping section | ||
273 | m_animTickFall = 0; | 368 | m_animTickFall = 0; |
274 | 369 | ||
275 | if (move.Z > 0.2f) | 370 | if (move.Z > 0.2f) |
@@ -281,7 +376,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
281 | m_animTickJump = Environment.TickCount; | 376 | m_animTickJump = Environment.TickCount; |
282 | return "PREJUMP"; | 377 | return "PREJUMP"; |
283 | } | 378 | } |
284 | else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) | 379 | else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f) |
285 | { | 380 | { |
286 | // Start actual jump | 381 | // Start actual jump |
287 | if (m_animTickJump == -1) | 382 | if (m_animTickJump == -1) |
@@ -294,41 +389,44 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
294 | m_animTickJump = -1; | 389 | m_animTickJump = -1; |
295 | return "JUMP"; | 390 | return "JUMP"; |
296 | } | 391 | } |
297 | else | ||
298 | return "JUMP"; | ||
299 | } | 392 | } |
300 | else | 393 | else |
301 | { | 394 | { |
302 | // Not jumping | 395 | // Not jumping |
303 | m_animTickJump = 0; | 396 | m_animTickJump = 0; |
304 | 397 | */ | |
305 | if (move.X != 0f || move.Y != 0f) | 398 | // next section moved outside paren. and realigned for jumping |
306 | { | 399 | if (move.X != 0f || move.Y != 0f) |
307 | // Walking / crouchwalking / running | 400 | { |
308 | if (move.Z < 0) | 401 | m_fallHeight = actor.Position.Z; // save latest flying height |
309 | return "CROUCHWALK"; | 402 | m_falling = false; // Add for falling |
310 | else if (m_scenePresence.SetAlwaysRun) | 403 | // Walking / crouchwalking / running |
311 | return "RUN"; | 404 | if (move.Z < 0f) |
312 | else | 405 | return "CROUCHWALK"; |
313 | return "WALK"; | 406 | else if (m_scenePresence.SetAlwaysRun) |
314 | } | 407 | return "RUN"; |
315 | else | 408 | else |
316 | { | 409 | return "WALK"; |
317 | // Not walking | ||
318 | if (move.Z < 0) | ||
319 | return "CROUCH"; | ||
320 | else if (heldTurnLeft) | ||
321 | return "TURNLEFT"; | ||
322 | else if (heldTurnRight) | ||
323 | return "TURNRIGHT"; | ||
324 | else | ||
325 | return "STAND"; | ||
326 | } | ||
327 | } | 410 | } |
328 | 411 | // rm for jumping else | |
412 | else if (!m_jumping) // add for jumping | ||
413 | { | ||
414 | m_falling = false; // Add for falling | ||
415 | // Not walking | ||
416 | if (move.Z < 0) | ||
417 | return "CROUCH"; | ||
418 | // else if (heldTurnLeft) | ||
419 | // return "TURNLEFT"; | ||
420 | // else if (heldTurnRight) | ||
421 | // return "TURNRIGHT"; | ||
422 | else | ||
423 | return "STAND"; | ||
424 | } | ||
425 | // end section realign for jumping | ||
329 | #endregion Ground Movement | 426 | #endregion Ground Movement |
330 | 427 | ||
331 | //return m_movementAnimation; | 428 | m_falling = false; // Add for falling |
429 | return m_movementAnimation; | ||
332 | } | 430 | } |
333 | 431 | ||
334 | /// <summary> | 432 | /// <summary> |
@@ -337,9 +435,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
337 | public void UpdateMovementAnimations() | 435 | public void UpdateMovementAnimations() |
338 | { | 436 | { |
339 | m_movementAnimation = GetMovementAnimation(); | 437 | m_movementAnimation = GetMovementAnimation(); |
340 | // m_log.DebugFormat( | 438 | /* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) |
341 | // "[SCENE PRESENCE ANIMATOR]: Got animation {0} for {1}", m_movementAnimation, m_scenePresence.Name); | 439 | { |
342 | TrySetMovementAnimation(m_movementAnimation); | 440 | // This was the previous behavior before PREJUMP |
441 | TrySetMovementAnimation("JUMP"); | ||
442 | } | ||
443 | else | ||
444 | { removed for jumping */ | ||
445 | TrySetMovementAnimation(m_movementAnimation); | ||
446 | // rm for jumping } | ||
343 | } | 447 | } |
344 | 448 | ||
345 | public UUID[] GetAnimationArray() | 449 | public UUID[] GetAnimationArray() |