quest::setanim bug, known or not? 
		
		
		somethin I found out while working on my tutorial zone,  
	Code: 
	quest::setanim(npcID,3); | 
		
 Previously, you had to set a timer before changing the animation to make them lay down like this: 
	Code: 
	sub EVENT_SPAWN {Code: 
	sub EVENT_SPAWN { | 
		
 Hmm. 
	void QuestManager::setanim(int npc_type, int animnum) { //Cisyouc: adds appearance changes Mob* thenpc = entity_list.GetMobByNpcTypeID(npc_type); if(animnum < 0 || animnum >= _eaMaxAppearance) return; thenpc->SetAppearance(EmuAppearance(animnum)); } There's no checking to ensure the mob is valid before setting the appearance.  | 
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