Пример #1
0
        public override void Update(UpdateState state)
        {
            base.Update(state);
            lock (AnimationRequests)
            {
                while (TargetTile != null && AnimationRequests.Count > 0)
                {
                    var anim = AnimationRequests.Dequeue();

                    var animation = FSO.Content.Content.Get().AvatarAnimations.Get(anim + ".anim");
                    if (animation != null)
                    {
                        var astate = new VMAnimationState(animation, false);
                        astate.Loop = true;
                        ((VMAvatar)TargetTile).Animations.Clear();
                        ((VMAvatar)TargetTile).Animations.Add(astate);
                    }
                }
            }

            state.SharedData["ExternalDraw"] = true;
        }
Пример #2
0
        public override VMPrimitiveExitCode Execute(VMStackFrame context, VMPrimitiveOperand args)
        {
            var operand = (VMAnimateSimOperand)args;
            var avatar = (VMAvatar)context.Caller;

            Animation animation = null;

            if (operand.AnimationID == 0)
            { //reset
                avatar.Animations.Clear();
                var posture = avatar.GetPersonData(VMPersonDataVariable.Posture);

                if (posture != 1 && posture != 2) posture = 3; //sit and kneel are 1 and 2, 0 is stand but in walk animations it's 3.
                //todo: swimming??

                animation = FSO.Content.Content.Get().AvatarAnimations.Get(avatar.WalkAnimations[posture] + ".anim");
                var state = new VMAnimationState(animation, operand.PlayBackwards);
                state.Loop = true;
                avatar.Animations.Add(state);

                if (avatar.GetSlot(0) != null) //if we're carrying something, set carry animation to default carry.
                {
                    avatar.CarryAnimationState = new VMAnimationState(FSO.Content.Content.Get().AvatarAnimations.Get("a2o-rarm-carry-loop.anim"), false);
                }
                else avatar.CarryAnimationState = null;
                return VMPrimitiveExitCode.GOTO_TRUE;
            }

            animation = VMMemory.GetAnimation(context, operand.Source, operand.AnimationID);
            if (animation == null){
                return VMPrimitiveExitCode.GOTO_TRUE;
            }

            if (operand.Mode == 3) //stop standard carry, then play and wait
                avatar.CarryAnimationState = null;

            if (operand.Mode == 0 || operand.Mode == 3) //Play and Wait
            {
                /** Are we starting the animation or progressing it? **/
                if (avatar.CurrentAnimationState == null || avatar.CurrentAnimationState.Anim != animation)
                {
                    /** Start it **/
                    avatar.Animations.Clear();
                    avatar.Animations.Add(new VMAnimationState(animation, operand.PlayBackwards));

                    avatar.Avatar.LeftHandGesture = SimHandGesture.Idle;
                    avatar.Avatar.RightHandGesture = SimHandGesture.Idle;
                    return VMPrimitiveExitCode.CONTINUE_NEXT_TICK;
                }
                else
                {
                    if (avatar.CurrentAnimationState.EndReached)
                    {
                        avatar.Animations.Clear();
                        return VMPrimitiveExitCode.GOTO_TRUE;
                    }
                    else if (avatar.CurrentAnimationState.EventFired)
                    {
                        avatar.CurrentAnimationState.EventFired = false; //clear fired flag
                        if (operand.StoreFrameInLocal)
                        {
                            VMMemory.SetVariable(context, VMVariableScope.Local, operand.LocalEventNumber, avatar.CurrentAnimationState.EventCode);
                        }
                        else
                        {
                            VMMemory.SetVariable(context, VMVariableScope.Parameters, 0, avatar.CurrentAnimationState.EventCode);
                        }
                        return VMPrimitiveExitCode.GOTO_FALSE;

                    }
                    else
                    {
                        return VMPrimitiveExitCode.CONTINUE_NEXT_TICK;
                    }
                }
            }
            else if (operand.Mode == 2) //set custom carry animation
            {
                avatar.CarryAnimationState = new VMAnimationState(animation, false);
                return VMPrimitiveExitCode.GOTO_TRUE;
            }
            else return VMPrimitiveExitCode.GOTO_TRUE;
        }
Пример #3
0
        public override void PlaceInSlot(VMEntity obj, int slot, bool cleanOld, VMContext context)
        {
            if (cleanOld) obj.PrePositionChange(context);

            if (!obj.GhostImage)
            {
                HandObject = obj;

                CarryAnimationState = new VMAnimationState(FSO.Content.Content.Get().AvatarAnimations.Get("a2o-rarm-carry-loop.anim"), false); //set default carry animation

                obj.Container = this;
                obj.ContainerSlot = (short)slot;
            }
            if (UseWorld)
            {
                obj.WorldUI.Container = this.WorldUI;
                obj.WorldUI.ContainerSlot = slot;
                obj.Position = Position; //TODO: is physical position the same as the slot offset position?
                if (obj.WorldUI is ObjectComponent)
                {
                    var objC = (ObjectComponent)obj.WorldUI;
                    objC.ForceDynamic = true;
                }
            }
        }
Пример #4
0
        public virtual void Load(VMAvatarMarshal input)
        {
            base.Load(input);

            Animations = new List<VMAnimationState>();
            foreach (var anim in input.Animations) Animations.Add(new VMAnimationState(anim));
            CarryAnimationState = (input.CarryAnimationState == null) ? null : new VMAnimationState(input.CarryAnimationState);

            Name = input.Name;
            Message = input.Message;

            MessageTimeout = input.MessageTimeout;

            MotiveChanges = input.MotiveChanges;
            PersonData = input.PersonData;
            MotiveData = input.MotiveData;
            RadianDirection = input.RadianDirection;
            DefaultSuits = input.DefaultSuits;

            BoundAppearances = new HashSet<string>(input.BoundAppearances);

            foreach (var aprN in BoundAppearances)
            {
                var apr = FSO.Content.Content.Get().AvatarAppearances.Get(aprN);
                Avatar.AddAccessory(apr);
            }

            SkinTone = input.SkinTone;

            if (UseWorld) ((AvatarComponent)WorldUI).ObjectID = (ushort)ObjectID;
        }
Пример #5
0
        public override void ClearSlot(int slot)
        {
            HandObject.Container = null;
            HandObject.ContainerSlot = -1;
            CarryAnimationState = null;

            if (UseWorld)
            {
                HandObject.WorldUI.Container = null;
                HandObject.WorldUI.ContainerSlot = 0;

                if (HandObject.WorldUI is ObjectComponent)
                {
                    var objC = (ObjectComponent)HandObject.WorldUI;
                    objC.ForceDynamic = false;
                }
            }

            HandObject = null;
        }
Пример #6
0
        public VMPrimitiveExitCode Tick()
        {
            var avatar = (VMAvatar)Caller;
            avatar.Velocity = new Vector3(0, 0, 0);

            if (State != VMRoutingFrameState.FAILED && avatar.GetFlag(VMEntityFlags.InteractionCanceled) && avatar.GetPersonData(VMPersonDataVariable.NonInterruptable) == 0)
            {
                HardFail(VMRouteFailCode.Interrupted, null);
                return VMPrimitiveExitCode.CONTINUE;
            }

            if (WaitTime > 0)
            {
                if (Velocity > 0) Velocity--;

                if (avatar.Animations.Count < 3) StartWalkAnimation();
                avatar.Animations[0].Weight = (8 - Velocity) / 8f;
                avatar.Animations[1].Weight = (Velocity / 8f) * 0.66f;
                avatar.Animations[2].Weight = (Velocity / 8f) * 0.33f;

                WaitTime--;
                Timeout--;
                if (Timeout <= 0)
                {
                    //try again. not sure if we should reset timeout for the new route
                    SoftFail(VMRouteFailCode.NoPath, null);
                    if (State != VMRoutingFrameState.FAILED) {
                        Velocity = 0;
                        State = VMRoutingFrameState.WALKING;
                    }
                } else return VMPrimitiveExitCode.CONTINUE_NEXT_TICK;
            }

            if (RoomRouteInvalid && State != VMRoutingFrameState.BEGIN_TURN && State != VMRoutingFrameState.END_TURN)
            {
                RoomRouteInvalid = false;
                IgnoredRooms.Clear();

                WalkTo = null; //reset routing state
                if (!DoRoomRoute(CurRoute))
                {
                    if (CurRoute != null) SoftFail(VMRouteFailCode.NoRoomRoute, null);
                    else HardFail(VMRouteFailCode.NoRoomRoute, null);
                }
                else if (Rooms.Count > 0)
                {
                    State = VMRoutingFrameState.INITIAL;
                }
            }

            switch (State)
            {
                case VMRoutingFrameState.STAND_FUNC:
                    if (Thread.LastStackExitCode == VMPrimitiveExitCode.RETURN_TRUE)
                    {
                        State = VMRoutingFrameState.INITIAL;
                        if (avatar.GetPersonData(VMPersonDataVariable.Posture) == 1) avatar.SetPersonData(VMPersonDataVariable.Posture, 0);
                    }
                    else
                        SoftFail(VMRouteFailCode.CantStand, null);
                    return VMPrimitiveExitCode.CONTINUE;
                case VMRoutingFrameState.INITIAL:
                case VMRoutingFrameState.ROOM_PORTAL:
                    //check if the room portal that just finished succeeded.
                    if (State == VMRoutingFrameState.ROOM_PORTAL) {
                        if (Thread.LastStackExitCode != VMPrimitiveExitCode.RETURN_TRUE)
                        {
                            IgnoredRooms.Add(CurrentPortal);
                            State = VMRoutingFrameState.INITIAL;
                            if (!DoRoomRoute(CurRoute))
                            {
                                SoftFail(VMRouteFailCode.NoRoomRoute, null); //todo: reattempt room route with portal we tried removed.
                                return VMPrimitiveExitCode.CONTINUE;
                            }
                        }
                    }

                    if (Rooms.Count > 0)
                    { //push portal function of next portal
                        CurrentPortal = Rooms.Pop();
                        var ent = VM.GetObjectById(CurrentPortal.ObjectID);
                        State = VMRoutingFrameState.ROOM_PORTAL;
                        if (!PushEntryPoint(15, ent)) //15 is portal function
                            SoftFail(VMRouteFailCode.NoRoomRoute, null); //could not execute portal function
                        return VMPrimitiveExitCode.CONTINUE;
                    }

                    //if we're here, room route is OK. start routing to a destination.
                    if (Choices == null)
                    {
                        //perform slot parse.
                        if (Slot == null)
                        {
                            HardFail(VMRouteFailCode.Unknown, null);
                            return VMPrimitiveExitCode.CONTINUE; //this should never happen. If it does, someone has used the routing system incorrectly.
                        }

                        var parser = new VMSlotParser(Slot);

                        Choices = parser.FindAvaliableLocations(Target, VM.Context, avatar);
                        if (Choices.Count == 0)
                        {
                            HardFail(parser.FailCode, parser.Blocker);
                            return VMPrimitiveExitCode.CONTINUE;
                        }
                        else
                        {
                            CurRoute = Choices[0];
                            Choices.RemoveAt(0);
                        }
                    }

                    //do we need to sit in a seat? it should take over.
                    if (CurRoute.Chair != null)
                    {
                        if (!AttemptedChair)
                        {
                            AttemptedChair = true;
                            if (PushEntryPoint(26, CurRoute.Chair)) return VMPrimitiveExitCode.CONTINUE;
                            else
                            {
                                SoftFail(VMRouteFailCode.CantSit, null);
                                return VMPrimitiveExitCode.CONTINUE;
                            }
                        }
                        else
                        {
                            if (Thread.LastStackExitCode == VMPrimitiveExitCode.RETURN_TRUE) return VMPrimitiveExitCode.RETURN_TRUE;
                            else
                            {
                                SoftFail(VMRouteFailCode.CantSit, null);
                                return VMPrimitiveExitCode.CONTINUE;
                            }
                        }
                    }

                    //If we are sitting, and the target is not this seat we need to call the stand function on the object we are contained within.
                    if (avatar.GetPersonData(VMPersonDataVariable.Posture) == 1)
                    {
                        State = VMRoutingFrameState.STAND_FUNC;
                        //push it onto our stack, except now the portal owns our soul! when we are returned to we can evaluate the result and determine if the route failed.
                        var chair = Caller.Container;

                        if (chair == null) avatar.SetPersonData(VMPersonDataVariable.Posture, 0); //we're sitting, but are not bound to a chair. Just instantly get up..
                        else
                        {
                            if (!PushEntryPoint(27, chair)) //27 is stand. TODO: set up an enum for these
                                HardFail(VMRouteFailCode.CantStand, null);
                            return VMPrimitiveExitCode.CONTINUE;
                        }
                    }

                    //no chair, we just need to walk to the spot. Start the within-room routing.
                    if (WalkTo == null)
                    {
                        if (!AttemptWalk())
                        {
                            SoftFail(VMRouteFailCode.NoPath, null);
                            return VMPrimitiveExitCode.CONTINUE;
                        }
                    }
                    if (State != VMRoutingFrameState.TURN_ONLY) BeginWalk();

                    return VMPrimitiveExitCode.CONTINUE;
                case VMRoutingFrameState.FAILED:
                    return VMPrimitiveExitCode.RETURN_FALSE;
                case VMRoutingFrameState.TURN_ONLY:
                    return (EndWalk()) ? VMPrimitiveExitCode.RETURN_TRUE : VMPrimitiveExitCode.CONTINUE;
                case VMRoutingFrameState.SHOOED:
                    StartWalkAnimation();
                    State = VMRoutingFrameState.WALKING;
                    return VMPrimitiveExitCode.CONTINUE;
                case VMRoutingFrameState.BEGIN_TURN:
                case VMRoutingFrameState.END_TURN:
                    if (avatar.CurrentAnimationState.EndReached)
                    {
                        if (State == VMRoutingFrameState.BEGIN_TURN)
                        {
                            State = VMRoutingFrameState.WALKING;
                            WalkDirection = TargetDirection;
                            avatar.RadianDirection = (float)TargetDirection;
                            StartWalkAnimation();
                            return VMPrimitiveExitCode.CONTINUE;
                        }
                        else
                        {
                            if (!CurRoute.FaceAnywhere) avatar.RadianDirection = CurRoute.RadianDirection;

                            //reset animation, so that we're facing the correct direction afterwards.
                            avatar.Animations.Clear();
                            var animation = FSO.Content.Content.Get().AvatarAnimations.Get(avatar.WalkAnimations[3] + ".anim");
                            var state = new VMAnimationState(animation, false);
                            state.Loop = true;
                            avatar.Animations.Add(state);

                            return VMPrimitiveExitCode.RETURN_TRUE; //we are here!
                        }
                    }
                    else
                    {
                        avatar.RadianDirection += TurnTweak; //while we're turning, adjust our direction
                        return VMPrimitiveExitCode.CONTINUE_NEXT_TICK;
                    }
                case VMRoutingFrameState.WALKING:
                    if (WalkTo == null)
                    {
                        if (!AttemptWalk())
                        {
                            SoftFail(VMRouteFailCode.NoPath, null);
                        }
                        return VMPrimitiveExitCode.CONTINUE;
                    }

                    if (WalkTo.Count == 0 && MoveTotalFrames - MoveFrames <= 28 && CanPortalTurn()) //7+6+5+4...
                    {
                        //tail off
                        if (Velocity <= 0) Velocity = 1;
                        if (Velocity > 1) Velocity--;
                    }
                    else
                    {
                        //get started
                        if (Velocity < 8) Velocity++;
                    }

                    avatar.Animations[0].Weight = (8 - Velocity) / 8f;
                    avatar.Animations[1].Weight = (Velocity / 8f) * 0.66f;
                    avatar.Animations[2].Weight = (Velocity / 8f) * 0.33f;

                    MoveFrames += Velocity;
                    if (MoveFrames >= MoveTotalFrames)
                    {
                        MoveFrames = MoveTotalFrames;
                        //move us to the final spot, then attempt an advance.
                    }
                    //normal sims can move 0.05 units in a frame.

                    if (TurnFrames > 0)
                    {
                        avatar.RadianDirection = (float)(TargetDirection + DirectionUtils.Difference(TargetDirection, WalkDirection) * (TurnFrames / 10.0));
                        TurnFrames--;
                    }
                    else avatar.RadianDirection = (float)TargetDirection;

                    var diff = CurrentWaypoint - PreviousPosition;
                    diff.x = (short)((diff.x * MoveFrames) / MoveTotalFrames);
                    diff.y = (short)((diff.y * MoveFrames) / MoveTotalFrames);

                    var storedDir = avatar.RadianDirection;
                    var result = Caller.SetPosition(PreviousPosition + diff, Direction.NORTH, VM.Context);
                    avatar.RadianDirection = storedDir;
                    if (result.Status != VMPlacementError.Success && result.Status != VMPlacementError.CantBeThroughWall)
                    {
                        //route failure, either something changed or we hit an avatar
                        //on both cases try again, but if we hit an avatar then detect if they have a routing frame and stop us for a bit.
                        //we stop the first collider because in most cases they're walking across our walk direction and the problem will go away after a second once they're past.
                        //
                        //if we need to route around a stopped avatar we add them to our "avatars to consider" set.

                        bool routeAround = true;
                        VMRoutingFrame colRoute = null;

                        if (result.Object != null && result.Object is VMAvatar)
                        {
                            var colAvatar = (VMAvatar)result.Object;
                            var colTopFrame = colAvatar.Thread.Stack.LastOrDefault();

                            //we already attempted to move around this avatar... if this happens too much give up.
                            if (AvatarsToConsider.Contains(colAvatar) && --Retries <= 0)
                            {
                                SoftFail(VMRouteFailCode.NoPath, avatar);
                                return VMPrimitiveExitCode.CONTINUE;
                            }

                            if (colTopFrame != null && colTopFrame is VMRoutingFrame)
                            {
                                colRoute = (VMRoutingFrame)colTopFrame;
                                routeAround = (colRoute.WaitTime > 0);
                            }
                            if (routeAround) AvatarsToConsider.Add(colAvatar);
                        }

                        if (result.Object == null || result.Object is VMGameObject)
                        {
                            //this should not happen often. An object or other feature has blocked our path due to some change in its position.
                            //repeated occurances indicate that we are stuck in something.
                            //todo: is this safe for the robot lot?
                            if (--Retries <= 0)
                            {
                                SoftFail(VMRouteFailCode.NoPath, avatar);
                                return VMPrimitiveExitCode.CONTINUE;
                            }
                        }

                        if (routeAround)
                        {
                            var oldWalk = new LinkedList<Point>(WalkTo);
                            if (AttemptWalk()) return VMPrimitiveExitCode.CONTINUE;
                            else
                            {
                                //failed to walk around the object
                                if (result.Object is VMAvatar)
                                {
                                    WalkTo = oldWalk;
                                    //if they're a person, shoo them away.
                                    //if they're in a routing frame we can push the tree directly onto their stack
                                    //otherwise we push an interaction and just hope they move (todo: does tso do this?)

                                    //DO NOT push tree if:
                                    // - sim is already being shooed. (the parent of the top routing frame is in state "SHOOED" or shoo interaction is present)
                                    // - we are being shooed.
                                    // - sim is waiting on someone they just shooed. (presumably can move out of our way once they finish waiting)
                                    //instead just wait a small duration and try again later.

                                    //cases where we cannot continue moving increase the retry count. if this is greater than RETRY_COUNT then we fail.
                                    //not sure how the original game works.

                                    if (CanShooAvatar((VMAvatar)result.Object))
                                    {
                                        AvatarsToConsider.Remove((VMAvatar)result.Object);
                                        VMEntity callee = VM.Context.CreateObjectInstance(GOTO_GUID, new LotTilePos(result.Object.Position), Direction.NORTH).Objects[0];
                                        if (colRoute != null)
                                        {
                                            colRoute.State = VMRoutingFrameState.SHOOED;
                                            colRoute.WalkTo = null;
                                            colRoute.AvatarsToConsider.Add(avatar); //just to make sure they don't try route through us.

                                            var tree = callee.GetBHAVWithOwner(SHOO_TREE, VM.Context);
                                            result.Object.Thread.ExecuteSubRoutine(colRoute, tree.bhav, tree.owner, new VMSubRoutineOperand());

                                            WalkInterrupt(60);
                                        }
                                        else
                                        {
                                            callee.PushUserInteraction(SHOO_INTERACTION, result.Object, VM.Context);
                                            WalkInterrupt(60);
                                        }
                                    }
                                    else
                                    {
                                        WalkInterrupt(60); //wait for a little while, they're moving out of the way.
                                    }
                                    return VMPrimitiveExitCode.CONTINUE;
                                }
                                SoftFail(VMRouteFailCode.DestTileOccupied, result.Object);
                                return VMPrimitiveExitCode.CONTINUE;
                            }
                        }
                        else
                        {
                            WalkInterrupt(30);
                            return VMPrimitiveExitCode.CONTINUE;
                        }

                    }
                    Caller.VisualPosition = Vector3.Lerp(PreviousPosition.ToVector3(), CurrentWaypoint.ToVector3(), MoveFrames / (float)MoveTotalFrames);

                    var velocity = Vector3.Lerp(PreviousPosition.ToVector3(), CurrentWaypoint.ToVector3(), Velocity / (float)MoveTotalFrames) - PreviousPosition.ToVector3();
                    velocity.Z = 0;
                    avatar.Velocity = velocity;

                    if (MoveTotalFrames == MoveFrames)
                    {
                        MoveTotalFrames = 0;
                        while (MoveTotalFrames == 0)
                        {
                            var remains = AdvanceWaypoint();
                            if (!remains)
                            {
                                MoveTotalFrames = -1;
                                if (EndWalk()) return VMPrimitiveExitCode.RETURN_TRUE;
                            }
                        }
                    }
                return VMPrimitiveExitCode.CONTINUE_NEXT_TICK;
            }
            return VMPrimitiveExitCode.GOTO_FALSE; //???
        }
Пример #7
0
 private VMAnimationState PlayAnim(string name, VMAvatar avatar)
 {
     var animation = FSO.Content.Content.Get().AvatarAnimations.Get(name + ".anim");
     var state = new VMAnimationState(animation, false);
     avatar.Animations.Add(state);
     return state;
 }
Пример #8
0
        public override VMPrimitiveExitCode Execute(VMStackFrame context, VMPrimitiveOperand args)
        {
            var operand = (VMAnimateSimOperand)args;
            var avatar = (VMAvatar)context.Caller;

            Animation animation = null;

            if (operand.AnimationID == 0)
            { //reset
                avatar.Animations.Clear();
                var posture = avatar.GetPersonData(VMPersonDataVariable.Posture);

                if (posture != 1 && posture != 2) posture = 3; //sit and kneel are 1 and 2, 0 is stand but in walk animations it's 3.
                //todo: swimming??

                animation = FSO.Content.Content.Get().AvatarAnimations.Get(avatar.WalkAnimations[posture] + ".anim");
                var state = new VMAnimationState(animation, operand.PlayBackwards);
                state.Loop = true;
                avatar.Animations.Add(state);

                if (avatar.GetSlot(0) != null) //if we're carrying something, set carry animation to default carry.
                {
                    avatar.CarryAnimationState = new VMAnimationState(FSO.Content.Content.Get().AvatarAnimations.Get("a2o-rarm-carry-loop.anim"), false);
                }
                else avatar.CarryAnimationState = null;
                return VMPrimitiveExitCode.GOTO_TRUE;
            }

            animation = VMMemory.GetAnimation(context, operand.Source, operand.AnimationID);
            if (animation == null){
                return VMPrimitiveExitCode.GOTO_TRUE;
            }

            if (operand.Mode == 3) //stop standard carry, then play and wait
                avatar.CarryAnimationState = null;

            if (operand.Mode == 0 || operand.Mode == 3) //Play and Wait
            {
                /** Are we starting the animation or progressing it? **/
                if (avatar.CurrentAnimationState == null || avatar.CurrentAnimationState.Anim != animation)
                {
                    /** Start it **/
                    avatar.Animations.Clear();
                    avatar.Animations.Add(new VMAnimationState(animation, operand.PlayBackwards));

                    avatar.Avatar.LeftHandGesture = SimHandGesture.Idle;
                    avatar.Avatar.RightHandGesture = SimHandGesture.Idle;
                    return VMPrimitiveExitCode.CONTINUE_NEXT_TICK;
                }
                else
                {
                    var cAnim = avatar.CurrentAnimationState;

                    //SPECIAL CASE: if we are ending the animation, and the number of events run < expected events
                    //forcefully run those events, with id as their event number. (required for bath drain)
                    if (cAnim.EndReached)
                    {
                        while (cAnim.EventsRun < operand.ExpectedEventCount)
                        {
                            cAnim.EventQueue.Add(cAnim.EventsRun++);
                        }
                    }

                    if (cAnim.EventQueue.Count > 0) //favor events over end. do not want to miss any.
                    {
                        var code = cAnim.EventQueue[0];
                        cAnim.EventQueue.RemoveAt(0);
                        if (operand.StoreFrameInLocal)
                            VMMemory.SetVariable(context, VMVariableScope.Local, operand.LocalEventNumber, code);
                        else
                            VMMemory.SetVariable(context, VMVariableScope.Parameters, 0, code);
                        return VMPrimitiveExitCode.GOTO_FALSE;
                    }
                    else if (cAnim.EndReached)
                    {
                        avatar.Animations.Clear();
                        return VMPrimitiveExitCode.GOTO_TRUE;
                    }
                    else
                    {
                        return VMPrimitiveExitCode.CONTINUE_NEXT_TICK;
                    }
                }
            }
            else if (operand.Mode == 2) //set custom carry animation
            {
                avatar.CarryAnimationState = new VMAnimationState(animation, false);
                return VMPrimitiveExitCode.GOTO_TRUE;
            }
            else return VMPrimitiveExitCode.GOTO_TRUE;
        }