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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