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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