Animation stop seems to explode. Like, badly. Commented out until a fix can be found.
Signed-off-by: Beeks <HgDelirium@gmail.com>
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@@ -21,9 +21,10 @@ We will handle drag-and-drop in the future. Reminder - Look in llPreviewGesture
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#define AO_DEBUG
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//static variables
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std::list<std::string> LLAO::mStandOverrides;
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LLSD LLAO::mAnimationOverrides;
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S32 LLAO::mAnimationIndex;
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std::list<std::string> LLAO::mStandOverrides;
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LLSD LLAO::mAnimationOverrides;
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S32 LLAO::mAnimationIndex;
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LLUUID LLAO::mLastAnimation;
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std::map<LLUUID,LLUUID> LLAO::mOverrides;
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LLFloaterAO* LLFloaterAO::sInstance;
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@@ -190,6 +191,7 @@ void LLAO::setup()
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mPeriod = gSavedSettings.getF32("AO.Period");
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mTimer = new LLAOStandTimer(mPeriod);
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mAnimationIndex = 0;
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mLastAnimation = LLUUID::null;
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gSavedSettings.getControl("AO.Enabled")->getSignal()->connect(boost::bind(&handleAOEnabledChanged, _1));
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gSavedSettings.getControl("AO.Period")->getSignal()->connect(boost::bind(&handleAOPeriodChanged, _1));
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}
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