Fixed transient animations not causing the avatar to get stuck.
parent
79306e7a97
commit
5542c33b78
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@ -312,8 +312,12 @@ const LLUUID AOEngine::override(const LLUUID pMotion,BOOL start)
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if(motion==ANIM_AGENT_SIT && mCurrentSet->getSmart())
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mSitCancelTimer.oneShot();
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// special treatment for ground sit, because the viewer needs the Linden animation to show "Stand Up"
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else if(motion==ANIM_AGENT_SIT_GROUND)
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// special treatment for "transient animations" because the viewer needs the Linden animation to know the agent's state
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else if(motion==ANIM_AGENT_SIT_GROUND ||
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motion==ANIM_AGENT_PRE_JUMP ||
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motion==ANIM_AGENT_STANDUP ||
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motion==ANIM_AGENT_LAND ||
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motion==ANIM_AGENT_MEDIUM_LAND)
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{
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gAgent.sendAnimationRequest(animation,ANIM_REQUEST_START);
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return LLUUID::null;
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@ -337,8 +341,12 @@ const LLUUID AOEngine::override(const LLUUID pMotion,BOOL start)
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mCurrentSet->setMotion(LLUUID::null);
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// again, special treatment for ground sit to make sure our own animation gets stopped properly
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if(motion==ANIM_AGENT_SIT_GROUND)
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// again, special treatment for "transient" animations to make sure our own animation gets stopped properly
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if( motion==ANIM_AGENT_SIT_GROUND ||
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motion==ANIM_AGENT_PRE_JUMP ||
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motion==ANIM_AGENT_STANDUP ||
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motion==ANIM_AGENT_LAND ||
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motion==ANIM_AGENT_MEDIUM_LAND)
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{
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gAgent.sendAnimationRequest(animation,ANIM_REQUEST_STOP);
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return LLUUID::null;
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@ -51,6 +51,7 @@ AOSet::AOSet(const LLUUID inventoryID)
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"Crouching",
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"Crouch Walking",
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"Landing",
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"Soft Landing",
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"Standing Up",
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"Falling",
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"Flying Down",
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@ -80,6 +81,7 @@ AOSet::AOSet(const LLUUID inventoryID)
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ANIM_AGENT_CROUCH,
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ANIM_AGENT_CROUCHWALK,
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ANIM_AGENT_LAND,
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ANIM_AGENT_MEDIUM_LAND,
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ANIM_AGENT_STANDUP,
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ANIM_AGENT_FALLDOWN,
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ANIM_AGENT_HOVER_DOWN,
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@ -46,6 +46,7 @@ class AOSet
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Crouching,
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CrouchWalking,
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Landing,
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SoftLanding,
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StandingUp,
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Falling,
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FlyingDown,
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