--- deliantra/server/common/anim.C 2006/09/10 16:00:23 1.7 +++ deliantra/server/common/anim.C 2006/09/12 19:20:05 1.9 @@ -1,7 +1,7 @@ /* * static char *rcsid_anim_c = - * "$Id: anim.C,v 1.7 2006/09/10 16:00:23 root Exp $"; + * "$Id: anim.C,v 1.9 2006/09/12 19:20:05 root Exp $"; */ /* @@ -70,8 +70,7 @@ * order. */ { - Animations - anim0; + Animations anim0; anim0.name = "###none"; anim0.num_animations = 1; @@ -104,8 +103,7 @@ } num_animations++; - Animations - anim; + Animations anim; anim.name = buf + 5; anim.num = num_animations; /* for bsearch */ @@ -192,10 +190,10 @@ 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; @@ -206,9 +204,7 @@ ++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. @@ -221,6 +217,7 @@ * was always towards the enemy - now it is whatever direction the monster * is facing. */ + if (NUM_FACINGS (op) == 2) { if (dir < 5)