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authorJustin Clark-Casey (justincc)2011-12-03 00:30:13 +0000
committerJustin Clark-Casey (justincc)2011-12-03 00:30:13 +0000
commit8185ce8b4afab459655f5cd362b2c6bbb98c28c3 (patch)
tree6b9b53dd775a198a531ca3f4bbe9497cf7679172 /OpenSim/Region/Framework
parentRename ScenePresenceAnimator.GetMovementAnimation() -> DetermineMovementAnima... (diff)
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Do a cagent.Anims != null check in SP.CopyFrom()
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs4
1 files changed, 3 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index c517978..7156137 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3195,7 +3195,9 @@ namespace OpenSim.Region.Framework.Scenes
3195 } 3195 }
3196 catch { } 3196 catch { }
3197 3197
3198 Animator.Animations.FromArray(cAgent.Anims); 3198 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
3199 if (cAgent.Anims != null)
3200 Animator.Animations.FromArray(cAgent.Anims);
3199 3201
3200 if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0) 3202 if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0)
3201 { 3203 {