--- deliantra/server/common/anim.C 2006/09/11 20:28:37 1.8 +++ deliantra/server/common/anim.C 2006/09/14 22:33:58 1.10 @@ -1,9 +1,3 @@ - -/* - * static char *rcsid_anim_c = - * "$Id: anim.C,v 1.8 2006/09/11 20:28:37 root Exp $"; - */ - /* CrossFire, A Multiplayer game for X-windows @@ -24,7 +18,7 @@ along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - The authors can be reached via e-mail at crossfire-devel@real-time.com + The authors can be reached via e-mail at */ /* This file contains animation related code. */ @@ -32,7 +26,7 @@ #include #include -std::vector < Animations > animations; +std::vector animations; void free_all_anim (void) @@ -190,10 +184,10 @@ if (!op->animation_id || !NUM_ANIMATIONS (op)) { - LOG (llevError, "Object lacks animation.\n"); - dump_object (op); + LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); return; } + if (op->head) { dir = op->head->direction; @@ -204,9 +198,7 @@ ++op->state; } else - { - ++op->state; /* increase draw state */ - } + ++op->state; /* increase draw state */ /* If object is turning, then max animation state is half through the * animations. Otherwise, we can use all the animations. @@ -219,6 +211,7 @@ * was always towards the enemy - now it is whatever direction the monster * is facing. */ + if (NUM_FACINGS (op) == 2) { if (dir < 5)