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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs3
1 files changed, 3 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index ad6679e..212720e 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3249,6 +3249,7 @@ namespace OpenSim.Region.Framework.Scenes
3249 cAgent.Anims = Animator.Animations.ToArray(); 3249 cAgent.Anims = Animator.Animations.ToArray();
3250 } 3250 }
3251 catch { } 3251 catch { }
3252 cAgent.DefaultAnim = Animator.Animations.DefaultAnimation;
3252 3253
3253 // Attachment objects 3254 // Attachment objects
3254 List<SceneObjectGroup> attachments = GetAttachments(); 3255 List<SceneObjectGroup> attachments = GetAttachments();
@@ -3343,6 +3344,8 @@ namespace OpenSim.Region.Framework.Scenes
3343 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? 3344 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
3344 if (cAgent.Anims != null) 3345 if (cAgent.Anims != null)
3345 Animator.Animations.FromArray(cAgent.Anims); 3346 Animator.Animations.FromArray(cAgent.Anims);
3347 if (cAgent.DefaultAnim != null)
3348 Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
3346 3349
3347 if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0) 3350 if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0)
3348 { 3351 {