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author | Teravus Ovares | 2008-09-06 07:52:41 +0000 |
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committer | Teravus Ovares | 2008-09-06 07:52:41 +0000 |
commit | 7d89e122930be39e84a6d174548fa2d12ac0484a (patch) | |
tree | e5aa5752f988a9aba2a969f49e5e208985eda80c /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.cs | 18 |
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 | ||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using libsecondlife; | 30 | using OpenMetaverse; |
31 | 31 | ||
32 | namespace OpenSim.Region.Environment.Scenes | 32 | namespace 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; |