Animation stop seems to explode. Like, badly. Commented out until a fix can be found.

Signed-off-by: Beeks <HgDelirium@gmail.com>
This commit is contained in:
Beeks
2010-09-12 19:41:20 -04:00
parent 02b619fa9f
commit 974fbb1a29
3 changed files with 23 additions and 4 deletions

View File

@@ -21,9 +21,10 @@ We will handle drag-and-drop in the future. Reminder - Look in llPreviewGesture
#define AO_DEBUG
//static variables
std::list<std::string> LLAO::mStandOverrides;
LLSD LLAO::mAnimationOverrides;
S32 LLAO::mAnimationIndex;
std::list<std::string> LLAO::mStandOverrides;
LLSD LLAO::mAnimationOverrides;
S32 LLAO::mAnimationIndex;
LLUUID LLAO::mLastAnimation;
std::map<LLUUID,LLUUID> LLAO::mOverrides;
LLFloaterAO* LLFloaterAO::sInstance;
@@ -190,6 +191,7 @@ void LLAO::setup()
mPeriod = gSavedSettings.getF32("AO.Period");
mTimer = new LLAOStandTimer(mPeriod);
mAnimationIndex = 0;
mLastAnimation = LLUUID::null;
gSavedSettings.getControl("AO.Enabled")->getSignal()->connect(boost::bind(&handleAOEnabledChanged, _1));
gSavedSettings.getControl("AO.Period")->getSignal()->connect(boost::bind(&handleAOPeriodChanged, _1));
}