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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