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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs6
1 files changed, 6 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index aa82af4..71e322d 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3075,6 +3075,8 @@ namespace OpenSim.Region.Framework.Scenes
3075 cAgent.Anims = Animator.Animations.ToArray(); 3075 cAgent.Anims = Animator.Animations.ToArray();
3076 } 3076 }
3077 catch { } 3077 catch { }
3078 cAgent.DefaultAnim = Animator.Animations.DefaultAnimation;
3079 cAgent.AnimState = Animator.Animations.ImplicitDefaultAnimation;
3078 3080
3079 if (Scene.AttachmentsModule != null) 3081 if (Scene.AttachmentsModule != null)
3080 Scene.AttachmentsModule.CopyAttachments(this, cAgent); 3082 Scene.AttachmentsModule.CopyAttachments(this, cAgent);
@@ -3146,6 +3148,10 @@ namespace OpenSim.Region.Framework.Scenes
3146 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? 3148 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
3147 if (cAgent.Anims != null) 3149 if (cAgent.Anims != null)
3148 Animator.Animations.FromArray(cAgent.Anims); 3150 Animator.Animations.FromArray(cAgent.Anims);
3151 if (cAgent.DefaultAnim != null)
3152 Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
3153 if (cAgent.AnimState != null)
3154 Animator.Animations.SetImplicitDefaultAnimation(cAgent.AnimState.AnimID, cAgent.AnimState.SequenceNum, UUID.Zero);
3149 3155
3150 if (Scene.AttachmentsModule != null) 3156 if (Scene.AttachmentsModule != null)
3151 Scene.AttachmentsModule.CopyAttachments(cAgent, this); 3157 Scene.AttachmentsModule.CopyAttachments(cAgent, this);