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-rw-r--r--OpenSim/Region/Framework/Scenes/AnimationSet.cs18
1 files changed, 10 insertions, 8 deletions
diff --git a/OpenSim/Region/Framework/Scenes/AnimationSet.cs b/OpenSim/Region/Framework/Scenes/AnimationSet.cs
index 49bcda8..864e599 100644
--- a/OpenSim/Region/Framework/Scenes/AnimationSet.cs
+++ b/OpenSim/Region/Framework/Scenes/AnimationSet.cs
@@ -60,13 +60,13 @@ namespace OpenSim.Region.Framework.Scenes
60 return false; 60 return false;
61 } 61 }
62 62
63 public bool Add(UUID animID, int sequenceNum) 63 public bool Add(UUID animID, int sequenceNum, UUID objectID)
64 { 64 {
65 lock (m_animations) 65 lock (m_animations)
66 { 66 {
67 if (!HasAnimation(animID)) 67 if (!HasAnimation(animID))
68 { 68 {
69 m_animations.Add(new Animation(animID, sequenceNum)); 69 m_animations.Add(new Animation(animID, sequenceNum, objectID));
70 return true; 70 return true;
71 } 71 }
72 } 72 }
@@ -106,11 +106,11 @@ namespace OpenSim.Region.Framework.Scenes
106 /// The default animation is reserved for "main" animations 106 /// The default animation is reserved for "main" animations
107 /// that are mutually exclusive, e.g. flying and sitting. 107 /// that are mutually exclusive, e.g. flying and sitting.
108 /// </summary> 108 /// </summary>
109 public bool SetDefaultAnimation(UUID animID, int sequenceNum) 109 public bool SetDefaultAnimation(UUID animID, int sequenceNum, UUID objectID)
110 { 110 {
111 if (m_defaultAnimation.AnimID != animID) 111 if (m_defaultAnimation.AnimID != animID)
112 { 112 {
113 m_defaultAnimation = new Animation(animID, sequenceNum); 113 m_defaultAnimation = new Animation(animID, sequenceNum, objectID);
114 return true; 114 return true;
115 } 115 }
116 return false; 116 return false;
@@ -118,27 +118,28 @@ namespace OpenSim.Region.Framework.Scenes
118 118
119 protected bool ResetDefaultAnimation() 119 protected bool ResetDefaultAnimation()
120 { 120 {
121 return TrySetDefaultAnimation("STAND", 1); 121 return TrySetDefaultAnimation("STAND", 1, UUID.Zero);
122 } 122 }
123 123
124 /// <summary> 124 /// <summary>
125 /// Set the animation as the default animation if it's known 125 /// Set the animation as the default animation if it's known
126 /// </summary> 126 /// </summary>
127 public bool TrySetDefaultAnimation(string anim, int sequenceNum) 127 public bool TrySetDefaultAnimation(string anim, int sequenceNum, UUID objectID)
128 { 128 {
129 if (Animations.AnimsUUID.ContainsKey(anim)) 129 if (Animations.AnimsUUID.ContainsKey(anim))
130 { 130 {
131 return SetDefaultAnimation(Animations.AnimsUUID[anim], sequenceNum); 131 return SetDefaultAnimation(Animations.AnimsUUID[anim], sequenceNum, objectID);
132 } 132 }
133 return false; 133 return false;
134 } 134 }
135 135
136 public void GetArrays(out UUID[] animIDs, out int[] sequenceNums) 136 public void GetArrays(out UUID[] animIDs, out int[] sequenceNums, out UUID[] objectIDs)
137 { 137 {
138 lock (m_animations) 138 lock (m_animations)
139 { 139 {
140 animIDs = new UUID[m_animations.Count + 1]; 140 animIDs = new UUID[m_animations.Count + 1];
141 sequenceNums = new int[m_animations.Count + 1]; 141 sequenceNums = new int[m_animations.Count + 1];
142 objectIDs = new UUID[m_animations.Count + 1];
142 143
143 animIDs[0] = m_defaultAnimation.AnimID; 144 animIDs[0] = m_defaultAnimation.AnimID;
144 sequenceNums[0] = m_defaultAnimation.SequenceNum; 145 sequenceNums[0] = m_defaultAnimation.SequenceNum;
@@ -147,6 +148,7 @@ namespace OpenSim.Region.Framework.Scenes
147 { 148 {
148 animIDs[i + 1] = m_animations[i].AnimID; 149 animIDs[i + 1] = m_animations[i].AnimID;
149 sequenceNums[i + 1] = m_animations[i].SequenceNum; 150 sequenceNums[i + 1] = m_animations[i].SequenceNum;
151 objectIDs[i + i] = m_animations[i].ObjectID;
150 } 152 }
151 } 153 }
152 } 154 }