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authorUbitUmarov2014-09-09 21:53:27 +0100
committerUbitUmarov2014-09-09 21:53:27 +0100
commit016e58e354e11825510e1c4bc534e275168577bc (patch)
tree9fe32c4d9739df545096f88d47d30c45cb0758c0 /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentPlumb the rest of the serverside AO (diff)
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*test*
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs6
1 files changed, 5 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index b6eb4e4..7c515d5 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -4212,6 +4212,8 @@ namespace OpenSim.Region.Framework.Scenes
4212 cAgent.DefaultAnim = Animator.Animations.DefaultAnimation; 4212 cAgent.DefaultAnim = Animator.Animations.DefaultAnimation;
4213 cAgent.AnimState = Animator.Animations.ImplicitDefaultAnimation; 4213 cAgent.AnimState = Animator.Animations.ImplicitDefaultAnimation;
4214 4214
4215 cAgent.MovementAnimationOverRides = Overrides.CloneAOPairs();
4216
4215 if (Scene.AttachmentsModule != null) 4217 if (Scene.AttachmentsModule != null)
4216 Scene.AttachmentsModule.CopyAttachments(this, cAgent); 4218 Scene.AttachmentsModule.CopyAttachments(this, cAgent);
4217 } 4219 }
@@ -4282,7 +4284,9 @@ namespace OpenSim.Region.Framework.Scenes
4282 catch { } 4284 catch { }
4283 4285
4284 Animator.ResetAnimations(); 4286 Animator.ResetAnimations();
4285 4287
4288 Overrides.CopyAOPairsFrom(cAgent.MovementAnimationOverRides);
4289
4286 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? 4290 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
4287 if (cAgent.DefaultAnim != null) 4291 if (cAgent.DefaultAnim != null)
4288 Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero); 4292 Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);