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authorMelanie2013-12-07 01:08:49 +0000
committerMelanie2013-12-07 01:08:49 +0000
commit6d6b9ab791a6a759b2a3a8469569f536b3525894 (patch)
tree9b3a1a63f8b6bd4596d11904be04e667747601c7 /OpenSim/Region/Framework/Scenes/Animation
parentMerge branch 'master' into careminster (diff)
parentAdding profile partners fix to SQLite and PgSQL drivers (diff)
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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Animation')
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs17
1 files changed, 13 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 5529a25..c1394aa 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -420,11 +420,18 @@ namespace OpenSim.Region.Framework.Scenes.Animation
420 Falling = false; 420 Falling = false;
421 // Walking / crouchwalking / running 421 // Walking / crouchwalking / running
422 if (move.Z < 0f) 422 if (move.Z < 0f)
423 {
423 return "CROUCHWALK"; 424 return "CROUCHWALK";
424 else if (m_scenePresence.SetAlwaysRun) 425 }
425 return "RUN"; 426 // We need to prevent these animations if the user tries to make their avatar walk or run whilst
426 else 427 // specifying AGENT_CONTROL_STOP (pressing down space on viewers).
427 return "WALK"; 428 else if (!m_scenePresence.AgentControlStopActive)
429 {
430 if (m_scenePresence.SetAlwaysRun)
431 return "RUN";
432 else
433 return "WALK";
434 }
428 } 435 }
429 else if (!m_jumping) 436 else if (!m_jumping)
430 { 437 {
@@ -452,6 +459,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
452 /// <returns>'true' if the animation was changed</returns> 459 /// <returns>'true' if the animation was changed</returns>
453 public bool UpdateMovementAnimations() 460 public bool UpdateMovementAnimations()
454 { 461 {
462// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Updating movement animations for {0}", m_scenePresence.Name);
463
455 bool ret = false; 464 bool ret = false;
456 lock (m_animations) 465 lock (m_animations)
457 { 466 {