From 016e58e354e11825510e1c4bc534e275168577bc Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Tue, 9 Sep 2014 21:53:27 +0100 Subject: *test* --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs') 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 cAgent.DefaultAnim = Animator.Animations.DefaultAnimation; cAgent.AnimState = Animator.Animations.ImplicitDefaultAnimation; + cAgent.MovementAnimationOverRides = Overrides.CloneAOPairs(); + if (Scene.AttachmentsModule != null) Scene.AttachmentsModule.CopyAttachments(this, cAgent); } @@ -4282,7 +4284,9 @@ namespace OpenSim.Region.Framework.Scenes catch { } Animator.ResetAnimations(); - + + Overrides.CopyAOPairsFrom(cAgent.MovementAnimationOverRides); + // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? if (cAgent.DefaultAnim != null) Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero); -- cgit v1.1