diff --git a/indra/newview/aoengine.cpp b/indra/newview/aoengine.cpp index 275cb6f7de..2ce47c45b5 100644 --- a/indra/newview/aoengine.cpp +++ b/indra/newview/aoengine.cpp @@ -259,11 +259,11 @@ const LLUUID AOEngine::override(const LLUUID pMotion,BOOL start) if(state) { setLastMotion(motion); - lldebugs << "(disabled AO) setting last motion id to " << gAnimLibrary.animStateToString(mLastMotion) << llendl; + lldebugs << "(disabled AO) setting last motion id to " << gAnimLibrary.animationName(mLastMotion) << llendl; if(!state->mAnimations.empty()) { setLastOverriddenMotion(motion); - lldebugs << "(disabled AO) setting last overridden motion id to " << gAnimLibrary.animStateToString(mLastOverriddenMotion) << llendl; + lldebugs << "(disabled AO) setting last overridden motion id to " << gAnimLibrary.animationName(mLastOverriddenMotion) << llendl; } } } @@ -289,7 +289,7 @@ const LLUUID AOEngine::override(const LLUUID pMotion,BOOL start) AOSet::AOState* state=mCurrentSet->getStateByRemapID(motion); if(!state) { - lldebugs << "No current AO state for motion " << gAnimLibrary.animStateToString(motion) << " - Skipping overrider." << llendl; + lldebugs << "No current AO state for motion " << motion << " (" << gAnimLibrary.animationName(motion) << "). Skipping overrider." << llendl; return animation; } @@ -302,7 +302,7 @@ const LLUUID AOEngine::override(const LLUUID pMotion,BOOL start) mInMouselook) { setLastMotion(motion); - lldebugs << "(enabled AO, mouselook stand stopped) setting last motion id to " << gAnimLibrary.animStateToString(mLastMotion) << llendl; + lldebugs << "(enabled AO, mouselook stand stopped) setting last motion id to " << gAnimLibrary.animationName(mLastMotion) << llendl; return animation; } @@ -310,17 +310,17 @@ const LLUUID AOEngine::override(const LLUUID pMotion,BOOL start) if(!mCurrentSet->getSitOverride() && motion==ANIM_AGENT_SIT) { setLastMotion(motion); - lldebugs << "(enabled AO, sit override stopped) setting last motion id to " << gAnimLibrary.animStateToString(mLastMotion) << llendl; + lldebugs << "(enabled AO, sit override stopped) setting last motion id to " << gAnimLibrary.animationName(mLastMotion) << llendl; return animation; } setLastMotion(motion); - lldebugs << "(enabled AO) setting last motion id to " << gAnimLibrary.animStateToString(mLastMotion) << llendl; + lldebugs << "(enabled AO) setting last motion id to " << gAnimLibrary.animationName(mLastMotion) << llendl; if(!state->mAnimations.empty()) { setLastOverriddenMotion(motion); - lldebugs << "(enabled AO) setting last overridden motion id to " << gAnimLibrary.animStateToString(mLastOverriddenMotion) << llendl; + lldebugs << "(enabled AO) setting last overridden motion id to " << gAnimLibrary.animationName(mLastOverriddenMotion) << llendl; } // do not remember typing as set-wide motion @@ -335,7 +335,7 @@ const LLUUID AOEngine::override(const LLUUID pMotion,BOOL start) animation=mCurrentSet->getAnimationForState(state); state->mCurrentAnimationID=animation; - lldebugs << "overriding " << gAnimLibrary.animStateToString(motion) + lldebugs << "overriding " << gAnimLibrary.animationName(motion) << " with " << animation << " in state " << state->mName << " of set " << mCurrentSet->getName() @@ -370,8 +370,8 @@ const LLUUID AOEngine::override(const LLUUID pMotion,BOOL start) if(motion!=mCurrentSet->getMotion()) { - llwarns << "trying to stop-override motion " << gAnimLibrary.animStateToString(motion) - << " but the current set has motion " << gAnimLibrary.animStateToString(mCurrentSet->getMotion()) << llendl; + llwarns << "trying to stop-override motion " << gAnimLibrary.animationName(motion) + << " but the current set has motion " << gAnimLibrary.animationName(mCurrentSet->getMotion()) << llendl; return animation; } @@ -393,7 +393,7 @@ const LLUUID AOEngine::override(const LLUUID pMotion,BOOL start) if(mLastMotion==ANIM_AGENT_SIT) stopAllSitVariants(); - lldebugs << "stopping cycle timer for motion " << gAnimLibrary.animStateToString(motion) << + lldebugs << "stopping cycle timer for motion " << gAnimLibrary.animationName(motion) << " using animation " << animation << " in state " << state->mName << llendl; }